Properties of Light Sources under Mesopic Vision

2011 ◽  
Vol 308-310 ◽  
pp. 228-231
Author(s):  
Yong Yang ◽  
Lei Wang ◽  
Wei Li

The mesopic vision theory is used to study illumination properties of series of light sources, through the test of luminous spectrum and derivation based on the MOVE model, the results show that spectral luminous efficiency function Vmes(λ) is between traditional V(λ) and V′(λ) when the background brightness under mesopic vision condition, and the function of Vmes(λ) is changed with the different of light sources and background brightness. Based on human visual perception, the mesopic vision equivalent brightness can be calculated, which of HPS is lower than test brightness corrected by V(λ), but white LEDs and FL show opposite phenomena, and the different value between mesopic and photopic brightness presents reduce trend with rising of background brightness.

2011 ◽  
Vol 308-310 ◽  
pp. 373-379 ◽  
Author(s):  
Zhi Feng Liu ◽  
Yang Gao ◽  
Lei Zhang ◽  
Di Hu

The mesopic vision theory is used to study illumination properties of series of light sources, through the test of luminous spectrum and derivation based on the MOVE model, the results show that spectral luminous efficiency function Vmes(λ) is between traditional V(λ) and V′(λ) when the background brightness under mesopic vision condition, and the function of Vmes(λ) is changed with the different of light sources and background brightness. Based on human visual perception, the mesopic vision equivalent brightness can be calculated, which of HPS is lower than test brightness corrected by V(λ), but white LEDs and FL show opposite phenomena, and the different value between mesopic and photopic brightness presents reduce trend with rising of background brightness.


2011 ◽  
Vol 121-126 ◽  
pp. 2721-2725
Author(s):  
Yong Yang ◽  
Lei Wang ◽  
Chuan Zheng Zhu

White LEDs can show different correlated color temperature (abbreviated as CCT) by adjusting the luminous spectrum peak distribution and relative strength. Recent research results indicate that spectral luminous efficiency function of mesopic vision Vmes(λ) and equivalent brightness are associated with luminous spectra of light sources. A series of white LEDs with different CCT are tested and calculated, it shows white LED with higher CCT has higher mesopic vision equivalent brightness, although the brightness are identical when the tester corrected by traditional photopic vision spectral luminous efficiency V(λ). From the equivalent brightness curve fitting, the curve can be described as a polynomial function, for it excellent correlation, the more value of equivalent brightness could be calculated without complex derivation.


2012 ◽  
Vol 512-515 ◽  
pp. 2713-2717
Author(s):  
Yong Yang ◽  
Wen Yuan Han ◽  
Lei Wang

The lighting level of highway tunnel is usually under mesopic vision condition, but the traditional luminance and illuminance test are corrected by photopic vision spectral luminous efficiency. According to the difference of spectral luminous efficiency between photopic and mesopic, the lighting with different peak wavelength would provide various ratios of radiation / photometric flux. Four kinds of narrowband light sources with the same tested flux were stacked up in white LED and HPS respectively, through equivalent brightness calculation, the most efficient spectral wavelength were obtained under mesopic condition.


2011 ◽  
Vol 71-78 ◽  
pp. 4918-4922
Author(s):  
Ke Huang ◽  
Ji Weng ◽  
Ying Kui Hu

Four kinds of traffic lighting sources HPS, MH, LED and EDL are widely used in roads and tunnels, the luminance at this place almost in the range of 1-10 cd/m2, which is the mesoptic vision. The mesoptic luminous efficiency can be calculated from photopic vision spectral luminous efficiency function. The results indicate that HPS’s luminous efficiency increased with improve of adaptation brightness, while the rest three kinds of light sources’ luminous efficiency reduced. At the same luminance level, HPS, MH, LED and EDL’s mesoptic luminous efficiency reduced in turn.


2012 ◽  
Vol 236-237 ◽  
pp. 67-71
Author(s):  
Chuan Zheng Zhu ◽  
Yong Yang ◽  
Lei Wang

The coefficient of retroreflection is considered as the most important parameter of retroreflective material, the value of which is tested by photopic detector now. In fact this material were usually used under mesopic vision condition, and through the test of retroreflective spectra, the mesopic spectral luminous efficiency Vmes(λ) and equivalent brightness were calculated. The result show that at different brightness the retroreflective light present unlike spectrum distribution, and white, blue material with higher retroreflection value under mesopic vision, red material own lower value, this phenomenon is more apparent with the decrease of brightness.


2016 ◽  
Vol 50 (3) ◽  
pp. 340-359 ◽  
Author(s):  
MS Rea ◽  
A Bierman

The photopic luminous efficiency function (V(λ)) is used internationally for the definition of light output from electric light sources (lumens) and thereby for regulating minimum luminous efficacy requirements (lumens per watt) for the manufacture and sale of light sources. V(λ) has, however, a long-wavelength spectral bias with respect to the overall spectral sensitivity of the human retina. When used in luminous efficacy regulations, the long-wavelength spectral bias of V(λ) effectively penalizes many of the benefits expected from lighting that can be provided by short-wavelength light (e.g. scene brightness, colour rendering, circadian regulation and off-axis detection). Regulators must use ad hoc reductions to luminous efficacy requirements for ‘cool’ light sources to ensure that lighting benefits can be provided to society. These reductions would be unnecessary if a luminous efficiency function representing the overall spectral sensitivity of the human retina were used instead of V(λ) in luminous efficacy regulations. The universal luminous efficiency function (U(λ)) is proposed as a replacement. Utilization of U(λ) would obviate ad hoc adjustments to regulations for ‘cool’ light sources, minimize wasted electric power imposed by regulations based upon V(λ), and perhaps most importantly, encourage manufacturers to produce light sources that efficiently provide multiple benefits to users.


1993 ◽  
Vol 26 (6) ◽  
pp. 825-842 ◽  
Author(s):  
Yung-Sheng Chen ◽  
Shih-Liang Chang ◽  
Wen-Hsing Hsu

Nanophotonics ◽  
2020 ◽  
Vol 10 (1) ◽  
pp. 41-74
Author(s):  
Bernard C. Kress ◽  
Ishan Chatterjee

AbstractThis paper is a review and analysis of the various implementation architectures of diffractive waveguide combiners for augmented reality (AR), mixed reality (MR) headsets, and smart glasses. Extended reality (XR) is another acronym frequently used to refer to all variants across the MR spectrum. Such devices have the potential to revolutionize how we work, communicate, travel, learn, teach, shop, and are entertained. Already, market analysts show very optimistic expectations on return on investment in MR, for both enterprise and consumer applications. Hardware architectures and technologies for AR and MR have made tremendous progress over the past five years, fueled by recent investment hype in start-ups and accelerated mergers and acquisitions by larger corporations. In order to meet such high market expectations, several challenges must be addressed: first, cementing primary use cases for each specific market segment and, second, achieving greater MR performance out of increasingly size-, weight-, cost- and power-constrained hardware. One such crucial component is the optical combiner. Combiners are often considered as critical optical elements in MR headsets, as they are the direct window to both the digital content and the real world for the user’s eyes.Two main pillars defining the MR experience are comfort and immersion. Comfort comes in various forms: –wearable comfort—reducing weight and size, pushing back the center of gravity, addressing thermal issues, and so on–visual comfort—providing accurate and natural 3-dimensional cues over a large field of view and a high angular resolution–vestibular comfort—providing stable and realistic virtual overlays that spatially agree with the user’s motion–social comfort—allowing for true eye contact, in a socially acceptable form factor.Immersion can be defined as the multisensory perceptual experience (including audio, display, gestures, haptics) that conveys to the user a sense of realism and envelopment. In order to effectively address both comfort and immersion challenges through improved hardware architectures and software developments, a deep understanding of the specific features and limitations of the human visual perception system is required. We emphasize the need for a human-centric optical design process, which would allow for the most comfortable headset design (wearable, visual, vestibular, and social comfort) without compromising the user’s sense of immersion (display, sensing, and interaction). Matching the specifics of the display architecture to the human visual perception system is key to bound the constraints of the hardware allowing for headset development and mass production at reasonable costs, while providing a delightful experience to the end user.


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