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What is the best bounding geometry to use in a deferred renderer for each one of the following light types?

  • Sphere area light (obviously a sphere)
  • Disk area light (obviously a cone)
  • Rectangular area light (a frustum?)
  • Tube area light (a frustum as well?)

And how can I create those geometries? For the sphere and the disk it's quite simple given the attenuation radius and the attenuation angle, but for the other ones?

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