Abstract

In virtually all rendering systems, linear light sources are modeled with a series of point light sources that require considerable computing resources to produce realistic looking results. A general solution for shading surfaces illuminated by a linear light source is proposed. A formulation allowing for faster computation of the diffuse component of light reflection is derived. By assuming Phong's specular component, simple, inexpensive and convincing results are produced with the use of a Chebyshev approximation. A shadowing algorithm is also presented. As shadowing from linear light sources is expensive, two acceleration schemes, extended from ray tracing, are evaluated.

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