One of my favourite pictures from the original Lightcuts paper is an office scene lit exclusively by a tv screen. You can do that with textured area lights.
In Blender you can already link a texture to a light, but the outcome is a sort of texture projection, which is useful if you want to fake effects like light passing through a tree without actually computing the visibility: that comes of course very handy for cutting rendering time, to have artistic control on shadowing, etc.
What I mean here with textured area lights, on the other hand, is actually modulating the color and intensity of the light throughout its area. This way you can obtain the effect of lighting coming from tv screens, large windows with varying lighting conditions, and even area lights with custom shapes. Here are some examples.
In the lightcuts paper you had also the added contribution of indirect light. In this case I added some additional lighting using a faint environment map. The interesting point to note is that putting additional lighting has a negligible impact on rendering time, if not a beneficial effect! This is because completely occluded areas evaluate far more lights than bright areas, as a consequence of using a proportional error metric; thus, having those parts brighter allows for less evaluations.
Here’s a false colour rendering where the green areas show where the environment lighting is more influential and the bluish areas show where the area light is more influential. The red channel counts the number of lights used with respect to the maximum, so the image is white where it’s most occluded, as expected.










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