A light fills an angle.
Every surface point receives a continuum of incoming directions. Diffuse lighting integrates a cosine over that spherical polygon.
Continuous light. Finite computation.
Polygon integration, fitted materials, and the cost of approximation.
Compare the diffuse, GGX base and clearcoat integrals. Glass, film and ambient fill are shared.
Every surface point receives a continuum of incoming directions. Diffuse lighting integrates a cosine over that spherical polygon.
A matrix warps a cosine lobe to approximate GGX. Roughness and view angle select a fit from the published 64² tables.
The transformed polygon is evaluated along its edges. Monte Carlo samples the original direct-light model: differences expose fitting error and sampling noise.
Garage comparison: diffuse + GGX base + dielectric coat. Glass, film and ambient fill remain shared. Both direct surface estimators use unoccluded emitters. The optional numerical volume is shared.
Heitz et al. · SIGGRAPH 2016 ↗This exact diffuse identity motivates LTC. The implemented GGX fit, edge approximation and horizon treatment are approximate; anisotropy is a heuristic extension. Runtime light integration is sample-free, not the entire image pipeline.
Heitz et al. · SIGGRAPH 2016 ↗