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The_Technology_Behind_the_Elemental_Demo_16x9_(2)

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Area Light Specular<br />

� Soft Sphere Area Light<br />

LightAreaAngle = atan(AreaLightFraction / LightDistance)<br />

ACos = acos(CosAngle)<br />

CosAngle = cos(ACos + LightAreaAngle)<br />

� Energy conserving (approximation)<br />

SpecularLighting /= pow(ACos + LightAreaAngle, 2) * 10<br />

Advances in Real-Time Rendering in<br />

3D Graphics and Games Course<br />

different radii

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