Area Lights
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
- 4.8k
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 171
Description
## What problem does this solve or what need does it fill?
Adds the remaining common type of light, alongside the existing directional/point/emissive/spotlights.
## Research
* [Moving Frostbite to Physically Based Rendering 3.0](https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering/)
* [Real Shading in Unreal Engine 4](https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf)
* [A Journey Through Implementing Multiscattering BRDFs and Area Lights](https://advances.realtimerendering.com/s2019/A%20Journey%20Through%20Implementing%20Multiscattering%20BRDFs%20and%20Area%20Lights.pptx) (note that there are speaker notes embed in the slides)
Contributor guide
Research direction
Start by reviewing the existing directional, point, emissive, and spotlight implementations, then read the linked physically based rendering and area-light research. Done means the engine supports area lights alongside those existing light types, but this issue does not identify files, tests, or a more specific acceptance criterion.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100