This whitepaper by Mark J. Kilgard discusses modern OpenGL usage, emphasizing the effective use of Vertex Buffer Objects (VBOs) to optimize vertex processing rates for improved performance. It compares immediate mode to VBOs, highlighting the importance of using vertex arrays for rendering complex models while acknowledging situations where immediate mode may still be more convenient. The paper also explains the structure and benefits of VBOs, including the ability for GPUs to access vertex data directly through efficient Direct Memory Access (DMA).