ABSTRACT

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.