<p>Yes, there are other physically based lighting concepts. You can have a look at image based lighting and Area Lights (such as Sphere or Tube lights). </p>

<p>If you have access, have look into <a href="http://www.pbrt.org/" rel="nofollow noreferrer">Physically Based Rendering</a>, if i recall correctly, that has a chapter or two about non-point lights.
Free on the internet is for example <a href="https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf" rel="nofollow noreferrer">Real Shading in Unreal Engine 4</a>. Furthermore, there is the <a href="https://graphics.pixar.com/library/PhysicallyBasedLighting/paper.pdf" rel="nofollow noreferrer">Physically Based Lighting at Pixar</a> paper, although I am not sure how real-time suitable this is.</p>

<p>This should give you a starting point into the topic. You should read up on it and then perhaps come back, if you have more detailed questions.</p>

CC BY-SA 4.0
2018-05-04T08:07:02.187Z
2018-05-04T08:07:02.187Z
Tare
<p>Is there a technique for implementing non-point lights (i.e. light that has actual physical dimensions)?</p>

<p>I can't think of anything except than making a light source out of multiple point lights, but that doesn't seem feasible for real-time rendering.</p>

<shader><glsl><lighting>
Non-point lights
Hedede
# Non-point lights

(Asked by: username_0 on 2018-05-04)

Is there a technique for implementing non-point lights (i.e. light that has actual physical dimensions)?

I can't think of anything except than making a light source out of multiple point lights, but that doesn't seem feasible for real-time rendering.

**Tags:** shader, glsl, lighting


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## 1 answers

### Answer by username_1 on 2018-05-04. Score: 2 | Accepted answer

Yes, there are other physically based lighting concepts. You can have a look at image based lighting and Area Lights (such as Sphere or Tube lights).

If you have access, have look into [Physically Based Rendering](http://www.pbrt.org/), if i recall correctly, that has a chapter or two about non-point lights.
Free on the internet is for example [Real Shading in Unreal Engine 4](https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf). Furthermore, there is the [Physically Based Lighting at Pixar](https://graphics.pixar.com/library/PhysicallyBasedLighting/paper.pdf) paper, although I am not sure how real-time suitable this is.

This should give you a starting point into the topic. You should read up on it and then perhaps come back, if you have more detailed questions.


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