HLSL Grass Geometry Shader

Traditionally grass in games uses billboarding. In this research I tried to create a procedural grass shader where every blade of grass is uniquely generated on the GPU. At the same time I wanted the shader to be efficient, fast and easy to adjust to be able to display a wide range of grass types

The shader is written in HLSL and tested in a DirectX application. I've also written a research document about it describing my findings. You can find the shader source and the document below.