Graphics Reference
In-Depth Information
dA
p sc
E RECT
(0,0)
A s
Figure 1.31. Geometric construction of point p sc respecting distribution anisotropy
direction. A S due to Liang-Barsky clipping algorithm.
Figure 1.32. Runtime shader results using method from Figure 1.31.
We hope that the proposed ideas will provide other researchers and develop-
ers with tools to tackle problems of area lights and further extend the concept.
In future, we hope that area-based lighting will become the de facto standard
in modern video games, providing unified, predictable lighting solutions supple-
menting physically based material reflectance models.
Search WWH ::




Custom Search