bevyengine / bevyengine/bevy

Area Lights

Open
#7,662 2 comments 0 reactions 0 assignees View on GitHub
A-Rendering C-Feature
Dominant language
Rust
Stars
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Forks
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Avg merge
3d 16h
Merged PRs (30d)
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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

Open the contributing 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

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