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#ActualFrenetic Pony

Posted 20 March 2013 - 08:11 PM

Computing the actual contribution from an area light is fairly involved: you need to integrate the radiance being emitted from the light multiplied with your BRDF for the entire visible surface of the light source. Most real-time "area light" implementations I've seen are very weak approximations , and are often formulated in terms of a specific BRDF.

 

Crytek has some sort of demon magic going that I'm hoping they'll be talking about at GDC: https://www.youtube.com/watch?feature=player_detailpage&v=JWvgETOo5ek#t=111s

 

Though now that I look at it again I don't see any shadowing, it might just be that hack Chris_F posted.


#1Frenetic Pony

Posted 20 March 2013 - 08:10 PM

Computing the actual contribution from an area light is fairly involved: you need to integrate the radiance being emitted from the light multiplied with your BRDF for the entire visible surface of the light source. Most real-time "area light" implementations I've seen are very weak approximations , and are often formulated in terms of a specific BRDF.

 

Crytek has some sort of demon magic going that I'm hoping they'll be talking about at GDC: https://www.youtube.com/watch?feature=player_detailpage&v=JWvgETOo5ek#t=111s


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