I. Introduction
Modeling and rendering of grass in natural scenes plays an important role in virtual reality and computer games. In outdoors, grass usually span entire fields in large numbers, the real-time rendering of large-scale grass with fine representing is impossible. Some methods use very sparse geometry to depict the grass, this extremely impact their believability. So far, the realistic modeling and rendering of grass in real-time is also a hot topic for graphic community, we need to search a balanced tradeoff policy between visual realism and rendering cost.