Main Takeaway: 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 ... In this video, I explain how the graphics pipeline works - starting on the CPU and ending up with final pixels on the screen.
Opengl Deferred Rendering -
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 ... 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.
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- 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 ...
- 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.
- Code samples derived from work by Joey de Vries, , author of All code samples, unless ...
- A talk given to my fellow Cambridge computer science students on the 27th January 2021.
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