I have been working on an area lighting implementation in WebGL similar to this demo:
http://threejs.org/examples/webgldeferred_arealights.html
The above imp
http://s3.hostingkartinok.com/uploads/images/2013/06/9bc396b71e64b635ea97725be8719e79.png
If I understand correctly:
define L "Light for point x0"
L ~ K/S^2
S = sqrt(y^2+x0^2)
L = sum(k/(sqrt(y^2+x0^2))^2), y=0..infinity
L = sum(k/(y^2+x0^2)), y=0..infinity, x > 0, y > 0
L = integral(k/(y^2+x0^2)), y=0..infinity = k*Pi/(2*x0)
http://s5.hostingkartinok.com/uploads/images/2013/06/6dbb7b6d3babc092d3daf18bb3c6e6d5.png
Answer:
L = k*Pi/(2*x0)
k depends on the environment