The light sources discussed so far have the unrealistic feature that they cast hard shadows. Since in reality the light sources are not singular points but have some size (like the sun or a light bulb) the cast a penumbra. To model this we would have to integrate the light over that part of the light source which can be seen from a given point in space. This would be far to slow, thus the following approximate method of area lights can be used.
light_source { S, rgb C area_light V1, V2, N1, N2 [jitter] [circular] [orient] }
This positions a -grid of point lights along the rectangle with corner and directional vectors and of its sides.
By using the optional keyword jitter
these pointlights are randomly
displaced a little to make the shadows even softer during
calculation of each single pixel.
By using the optional keyword circular
the rectangle is deformed to an ellipse.
Finally, the optional keyword orient
takes care that the rectangle is
oriented normal to each light ray it emits.
This option should only be used together with
circular and quadratic area lights.
Andreas Kriegl 2003-07-23