Area light sources are those that are associated with geometry.
Similar to the RIB command LightSource there is another RIB
command called AreaLightSource which specifies the shader
name, a handle, and a parameter list.
light arealight (
float intensity = 1;
color lightcolor = 1)
{
illuminate (P, N, PI/2)
Cl = intensity * lightcolor / (L.L);
}
Note the similarity to the pointlight shader -- the main
difference is that, rather than using a from parameter as the
light position, we illuminate from the position P that the
renderer chose for us by sampling the area light geometry.