Graphics Reference
In-Depth Information
Figure 1.18. Disk area light fit to Phong distribution.
where p d is a point on the light plane with normal n l and r is the distance away
from the light.
To simplify, we assume that occlusion does not influence the result. Then the
integral can be pre-computed in a 3D lookup table indexed by p d .xy coordinates
in the light space and by distance r between points p and p d . The distance can
be normalized against the maximum distance at which computing the integral
still makes a visual difference. Such a distance maximum can be calculated by
solving the light shape's solid angle (equation (1.3)) for r , irrespective of cosθ o ,
where σ sets the boundary importance of the solid angle weight:
r max > dA
σ .
For distances larger than r max , the solid angle would be too small and, as a result,
the integral would not further change visually.
Every Z layer of the lookup table would contain the diffuse integral for point
p d , set on coordinates p d .xy in the light space, max( r/r max , 1) away from the
light plane. Finally, the full diffuse integral approximation is
dAcosθ o
r 2
Diffuse ( p,ω o )
IC d cos θ −−→
Diffuse Lookup ( p d ,r ) .
(1.24)
pp d
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