This issue can serve as discussion for improving the preliminary RectAreaLight implementation being reviewed in #9234.
Currently, the BRDF for the RectAreaLight implementation is approximated using float textures totaling ~80kb when the data is included as discrete, raw, float values. Methods to compress that data need to be explored in order for it to be viable to include the data directly in the three.js source.
Possible methods include:
- fit a 3d surface function to each of the five 2d float data sets
- compress the data (e.g. via a kmeans vectorization, or precision reduction)
@bhouston @WestLangley @tschw
This issue can serve as discussion for improving the preliminary RectAreaLight implementation being reviewed in #9234.
Currently, the BRDF for the RectAreaLight implementation is approximated using float textures totaling ~80kb when the data is included as discrete, raw, float values. Methods to compress that data need to be explored in order for it to be viable to include the data directly in the three.js source.
Possible methods include:
@bhouston @WestLangley @tschw