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Code samples derived from work by Joey de Vries, , author of All code samples, unless ... This video is part of an online course, Interactive 3D Graphics. the course here: The scene has about 800 point lights none of which casts shadows right now.(currently 800 is the limit since I am using UBOs and ... Personal and strongly opinionated rant about why one should never use In this video, I explain how the graphics pipeline works - starting on the CPU and ending up with final pixels on the screen. This is a follow-up to my previous video that tries to address some of the raised concerns. Slides: ...

Interactive Computer Graphics. School of Computing, University of Utah. Full Playlist: ... A talk given to my fellow Cambridge computer science students on the 27th January 2021. Abstract: The visuals of video games ... 280 Point Lights + 1 Shadow casting Directional light. Tested on RTX 3080. with custom ECS (NOT Frustum Culled) 10000 Objects, 100 Lights, and blinn-phong Avg 820fps on RTX4070TI.

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OpenGL - deferred rendering
VIDEO

OpenGL - deferred rendering

37,286 views Live Report

Code samples derived from work by Joey de Vries, , author of All code samples, unless ...

Deferred Rendering - Interactive 3D Graphics
VIDEO

Deferred Rendering - Interactive 3D Graphics

30,222 views Live Report

This video is part of an online course, Interactive 3D Graphics. the course here:

Tiled Deferred Rendering OpenGL
VIDEO

Tiled Deferred Rendering OpenGL

7,178 views Live Report

The scene has about 800 point lights none of which casts shadows right now.(currently 800 is the limit since I am using UBOs and ...

Why you should never use deferred shading
VIDEO

Why you should never use deferred shading

34,304 views Live Report

Personal and strongly opinionated rant about why one should never use

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Last Updated: June 2, 2026

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