This is my master thesis and therefore it was the last step to reach my degree as a Master of Science in Engineering. In the paper I showed how to use DirectX 10 and 11 techniques for rendering vegetation. Primary I used the capabilities of the Geometry Shader (DX10) and Tessellation (DX11). Because it has to be guaranteed that games work in real-time, even in big environments with a wide view, the thesis also dealt with optimization methods, such as different levels of detail and culling techniques. I always tried to give a reference to out-of-core problems which are caused by big scenes not fitting into main memory. For this problem structures for efficient data management and algorithms for loading data out of external memory exist.