Supported APIs:
DirectX 11, DirectX 12 | OpenGL, OpenGL ES3, OpenGL ES2 | |
Rendering path | Forward, Deferred | Forward, Deferred |
Number of light sources | 127 | 66 |
Number of vertices | 1023 | 198 |
The vertex buffer is shared among all the light sources, so the number of light sources also depends on number of vertices per light source.
Number of vertices per light source | DirectX 11, DirectX 12 | OpenGL, OpenGL ES3, OpenGL ES2 |
3 | 127 | 66 |
4 | 127 | 49 |
5 | 127 | 39 |
6 | 127 | 33 |
7 | 127 | 28 |
8 | 127 | 24 |
9 | 113 | 22 |
10 | 102 | 19 |
20 | 51 | 9 |
30 | 34 | 6 |
40 | 25 | 4 |
50 | 20 | 3 |
60 | 17 | 3 |
70 | 14 | 2 |
In CG, the realism of illumination from area lights is due to their naturalness - because most of the natural light sources we observe in everyday life are in fact area lights. Yet in real-time computer graphics, area lights are represented mostly in some sort of pre-calculated form because of their computational expensiveness. The method presented in this work allows us to easily introduce illumination from arbitrary planar polygonal area lights in real-time shading.