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Rendering Line Lights

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Eric López’s article derives analytic shading for elongated line lights - treating luminous segments instead of point or area disks - in real-time renderers.

Covers integration against BRDFs, energy considerations, and implementation notes useful for neon tubes, LED strips, and stylized fixtures. Math-first blog post with diagrams rather than engine-specific project files.

Applies across modern APIs (DX12/Vulkan/Metal) when you author custom light types in forward+ or clustered pipelines.

Referenced by graphics programmers extending engine light lists beyond stock punctual lights.