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Chapter 8
Area and E nvironmental
Lighting
“Light makes right.”
—Andrew Glassner
In Chapter 7 we discussed many aspects of lighting and shading. However,
only the effects of point and directional light sources were presented, thus
limiting surfaces to receiving light from a handful of discrete directions.
This description of lighting is incomplete—in reality, surfaces receive light
from all incoming directions. Outdoors scenes are not just lit by the sun.
If that were true, all surfaces in shadow or facing away from the sun would
be black. The sky is an important source of light, caused by sunlight
scattering from the atmosphere. The importance of sky light can be seen
by looking at a picture of the moon, which lacks sky light because it has
no atmosphere (see Figure 8.1).
On overcast days, at dusk, or at dawn, outdoors lighting is all sky light.
Diffuse, indirect lighting is even more important in indoor scenes. Since
directly visible light sources can cause an unpleasant glare, indoor lighting
is often engineered to be mostly or completely indirect.
The reader is unlikely to be interested in rendering only moonscapes.
For realistic rendering, the effects of indirect and area lights must be taken
into account. This is the topic of the current chapter. Until now, a sim-
plified form of the radiometric equations has sufficed, since the restriction
of illumination to point and directional lights enabled the conversion of
integrals into summations. The topics discussed in this chapter require the
full radiometric equations, so we will begin with them. A discussion of am-
bient and area lights will follow. The chapter will close with techniques for
utilizing the most general lighting environments, with arbitrary radiance
values incoming from all directions.
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