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We should fix this before merging IMO. |
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Great work and progress IMHO! Question about additional shapes: The current PR covers rectangular area lights. For real-world luminaire simulation, |
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Objective
Move spherical area lights (
PointLightwith radius>0) to LTC.This is a follow-up to #23288 and I'm working from that branch, only 7317542 is new.
Solution
I used the method described in this SIGGRAPH course ("Real-Time Line- and Disk-Light Shading" by Heitz and Hill). This PR is pretty much a direct translation of the reference GLSL implementation shared in the course.
This has the downside of breaking anisotropy for area lights, as we don't have the LTC lookup tables for it.
Testing
many_lightsThis PR seems to improve
many_lightsperformance on my system (igpu), which makes no sense to me given the extra work it is doing. Could someone try to reproduce this ?Showcase
Main

LTC

Cycles
