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.




