Quote from Master Zap:
'Basically, the distribution of light from a flat plane can be calculated properly by taking samples and taking the traditional distance-squared for each sample. While this works, it yeilds a totally horriblke amount of noise that you need to turn up the samples to high heaven to get rid of.
The portal is designed to be smooth, and approximates the “sum of an infinite set of distance squared to every point of the light” with an approximation, such that it should have no noise created by sampling (outside of the inevitable noise caused by the cosine of the angle to each sample).
This algorithm is a bit of thumb-and-forefinger and is not totally accurate, and especially on a long-thin light it apparently breaks down a little bit. Note that this algorithm is only actually applied to light close to the lightsource itself, anything further smoothly interpolates towards a traditional distance-square based calculation (since the noise problem goes away at any significant distance).
So the light may be a little bit off in the extreme nearground, but it is specificaly designed for smoothness. At any distance (e.g. at a distance of about the longest axis of the light), it is accurate.
That’s the idea anyway
/Z’