THREE.JS / FOUNDATIONS 32

The screen has neighborhoods.

This compatibility study follows the official TiledLighting design: point lights are culled into 2D screen tiles by a compute pass, then each fragment evaluates only its tile's small working set.

active path
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backend
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point lights
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tile grid
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per-tile cap
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light data rows
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shadow path
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draw calls
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triangles
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Initializing WebGPU preferred

Preparing a 2D tiled light list…

Click a shape to inspect nearby point lights.

Drag to orbit · click a shape · press R to reset

Compare 3D clustered lighting
LAB 32 / TILED LIGHTING STUDY