
1
II
Physically Based Area Lights
Michal Drobot
1.1 Overview
This chapter presents the physically based area lighting system used in Killzone:
Shadow Fall, developed by Guerrilla Games for Playstation 4 (see Figure 1.1).
We present a novel, real-time, analytical model for area lights, capable of
supporting multiple light shapes. Each shape can be represented by simple 3D
or 2D functions on a plane. Discussed applications include the following light
shapes: sphere, disk, and rectangle.
The model supports diffuse and specular lighting. BRDF (bidirectional re-
flectance distribution function) implementation in Killzone: Shadow Fall ren-
dering engine explicitly ...