lighting simulation
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2021 ◽  
Vol 11 (22) ◽  
pp. 10896
Author(s):  
Johannes Zauner ◽  
Herbert Plischke

Chronodisruption deteriorates the health and wellbeing of shift workers. Artificial light at night and the lack of light during the day are major contributors to chronodisruption and need to be optimized in shift work scenarios. Here, we present one solution for a lighting and automation system in an industrial production workplace. The setting is a rapidly rotating shift work environment with morning, evening, and night shifts. We describe a procedure to specify the new lighting through a software-agnostic nonvisual lighting simulation for artificial and daylighting scenarios. Through this process, a new luminaire is created, called Drosa, that allows for a large melanopic stimulus range between 412 and 73 lx melanopic equivalent daylight (D65) illuminance vertically at eye level, while maintaining a neutral white illuminance at task level between 1250 and 900 lx, respectively. This is possible through a combination of glare-free spotlights with adjustable areal wing lights. An individually programmed automation system controls the light dosage and timing during the day and night. The work is relevant for other shift work scenarios, where the presented example and the discussed rationale behind the automation might provide insights. The work is further relevant for other lighting scenarios beyond industrial shift work, as the nonvisual lighting simulation process can be adapted to any context.


2021 ◽  
Vol 2042 (1) ◽  
pp. 012122
Author(s):  
M Gkaintatzi-Masouti ◽  
J van Duijnhoven ◽  
M P J Aarts

Abstract Light via our eyes influences visual performance, visual comfort and visual experience, but also affects several health related, non-image-forming (NIF) responses. New metrics have been developed to quantify the NIF effects of light. In order to incorporate these in lighting design practice, simulation tools are required that are able to process information about the spectral distribution of light sources and materials. However, most of the tools currently used for daylight and electric light simulations simplify the spectrum into RGB (Red, Green, Blue) colour values. This paper presents an overview of the currently used programs for simulating the NIF effects of light in building design and discusses the possibility of using existing spectral rendering software as an alternative. A review of literature shows that mostly Radiance or Radiance-based programs have been used so far, but new user-friendly tools could employ existing spectral rendering tools. As the NIF effects of light gain greater importance in lighting design, new simulation workflows are needed. This paper aims to support the development of future workflows by presenting the current state-of-the-art.


Energies ◽  
2021 ◽  
Vol 14 (15) ◽  
pp. 4646
Author(s):  
Krzysztof Skarżyński ◽  
Wojciech Żagan ◽  
Kamil Krajewski

Currently, built LED luminaires are usually multi-source. This causes a large number of photometric and simulation problems connected with computer lighting visualization. This paper highlights three key issues with these luminaires: a change in the traditional understanding of the coordinate system for these luminaires, the photometric test distance of these luminaires and the need for the photometric separation of a single LED in the computer lighting simulation process. An optical model of a linear LED luminaire used in floodlighting was formulated on this basis. The presented conclusions refer to practical applications. Thus, it is necessary to address the crucial points that specify the coordinate system for the multi-source LED luminaire by its designer and present the information in a datasheet. The other important points concern determining the appropriate photometric test distance for the multi-source LED luminaires of a given type and creating photometric files for the different distances in the operation of the luminaire. Taking the above ideas into account will lead to an improvement in the quality and accuracy of lighting measurements and simulations.


2021 ◽  
Vol 11 (11) ◽  
pp. 4982
Author(s):  
Anahita Davoodi ◽  
Peter Johansson ◽  
Myriam Aries

Validation of the EBD-SIM (evidence-based design-simulation) framework, a conceptual framework developed to integrate the use of lighting simulation in the EBD process, suggested that EBD’s post-occupancy evaluation (POE) should be conducted more frequently. A follow-up field study was designed for subjective–objective results implementation in the EBD process using lighting simulation tools. In this real-time case study, the visual comfort of the occupants was evaluated. The visual comfort analysis data were collected via simulations and questionnaires for subjective visual comfort perceptions. The follow-up study, conducted in June, confirmed the results of the original study, conducted in October, but additionally found correlations with annual performance metrics. This study shows that, at least for the variables related to daylight, a POE needs to be conducted at different times of the year to obtain a more comprehensive insight into the users’ perception of the lit environment.


2021 ◽  
Author(s):  
Mohammad Reza Ganjali Bonjar ◽  
Kristóf Roland Horváth ◽  
Bálint Baranyai ◽  
István Kistelegdi

AbstractThe purpose of this research is the application of a passive design strategy for office buildings, the wall-window-ratio optimization under moderate climate. A simplified thermal and lighting simulation model of an office research building served as reference testbed for thermal comfort, daylight factor and illuminance as well as heating, cooling and lighting energy demand assessment. These six performance types of similarly oriented room groups are evaluated via a self-developed weighting process to determine the orientation dependent optimal wall-window-ratio of all room groups. This multi objective optimization applies in a broad range of office buildings under moderate climate.


2021 ◽  
pp. 77-87
Author(s):  
Sourin Bhattacharya ◽  
Suddhasatwa Chakraborty ◽  
Susanta Ray

A software-based comparative simulation work was conducted about the luminance-based method of road lighting design with MATLAB and DIALux, giving due consideration to the design standards laid down in CIE140:2019 technical report. The outputs were obtained for a specified set of road lighting conditions in terms of luminaire mounting height, road width, spacing of lighting poles, overhang, and maintenance factor for four different CIE standard road surfaces R1, R2, R3, and R4, six different observer positions and three types of luminai rearrangements. MATLAB and DIALux outputs were quantified by three quality parameters, namely: average luminance, overall uniformity and longitudinal uniformity of luminance, and the linear correlation between the two was found to be statistically significant (p < 0.00001). DIALux, as a graphical lighting design tool, was found to be more convenient than the algorithm-reliant MATLAB programming approach for general road lighting simulation. However, MATLAB programming approachcould facilitate experimental road lighting simulation, and the developed MATLAB program could be used as a flexible tool to simulate road lighting with experimental luminaire distribution curve of luminous intensity (I) and road surface reduced luminance coefficient (r) tables. Further developments upon it could potentially integrate provisions for luminaires with custom tilt and curved road surfaces.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Subarna Roy ◽  
Sudipta Majumder ◽  
Sourin Bhattacharya ◽  
Imran Hossain Sardar

Purpose An indoor office space should not only provide adequate illuminance on horizontal planes but also cater to the physiological and psychological requirements of the occupants. This paper aims to describe a lighting simulation-based work conducted in Kolkata, India which modeled an indoor office to investigate the effects of variation in room surface reflectance combinations on user perception, mean room surface exitance (MRSE), average horizontal illuminance and overall uniformity of horizontal illuminance. Design/methodology/approach A fluorescent illumination system–based office space was modeled and retrofitted with tubular LED lamps in DIALux. Simulations were conducted for 16 different room surface reflectance combinations and a five-point Likert scale-type survey questionnaire was formulated to conduct a survey with 32 test subjects to assess the subjective preferability of each resultant light scene. Findings Simulation results demonstrate that the relationship between average horizontal illuminance and MRSE as well as between average horizontal illuminance and overall uniformity of horizontal illuminance, was statistically significant (p < 0.001). In the conducted survey, the resultant light scene arising out of the reflectance combination of wall:ceiling:floor = 60%:90%:20% was the most well-received one with 187 convinced agreements (“agree” and “strongly agree” responses). Originality/value This work found strong linear correlation between average horizontal illuminance and MRSE and between average horizontal illuminance and overall uniformity. A five-point Likert scale-type survey questionnaire with seven questions was formulated and validated with 32 test subjects (Cronbach’s alpha > 0.9295), which showed that the wall:ceiling:floor reflectance combination of 60%:90%:20% was the most favored choice.


Author(s):  
Evgeny Yurievich Denisov ◽  
Irina Aleksandrovna Kalugina

Modern realistic computer graphics applications, such as physically accurate lighting simulation systems, require a lot of computer power for images generation. Usage of the resources of cloud computing platforms for such calculations allows to avoid additional expenses for purchase and maintenance of own computer farms. However often such simulation systems use OpenGL for 3D images display, for example during scene preparation and modification. Since cloud-based virtual machines had only software (that is, slow) OpenGL display support, it was not convenient for the users to work with their habitual computer graphics applications in such environments, and typical workflow was to prepare all data on local computer and then execute simulation in the cloud service (usually using distributed processing). Recently several cloud computer service providers started to suggest users the option of hardware (GPU-based) OpenGL support in their cloud virtual machines. This article is devoted to the investigation of hardware OpenGL display options, suggested by various providers of cloud computing services, and their comparison. Available types of hardware GPU were checked and compared, along with the conditions for their usage.


2020 ◽  
pp. abstract1-1-abstract1-2
Author(s):  
Denis Sumin ◽  
Karol Myszkowski ◽  
Alexey Voloboy

3D printing for rapid prototyping and production of unique objects is being actively developed. Consumer-grade printers are now commonly available for a range of purposes, while increasingly advanced techniques allow us to fabricate novel shapes, mechanical properties, and appearances. The printers’ capabilities have improved dramatically from printing single-material objects to producing detailed structures with pervoxel material variation. Since the 2010s, it is possible to fabricate full-colour 3D objects with resolutions of hundreds of DPI (voxels’ dimensions are in the order of 10 μm). Such capabilities are most prominent in printers based on the photo-polymer jetting process. Ideally, it should be possible now to produce photorealistic appearances or visually indistinguishable objects copies for, e.g., cultural-heritage applications.However, the resins used as print materials in commercial devices are inherently translucent, i.e., exhibit significant sub-surface scattering. This serves effective colour mixing in full-colour print processes, thus commercial printer drivers offer high-quality colour reproduction. At the same time, the resulting light diffusion leads to over-blurring and potential colour bleeding when printingspatially-varying colour textures. This translucent ‘crosstalk’ between surface points also strongly depends on the internal structure of the volume surrounding each surface point.Previously existing scattering-aware methods used simplified models for light diffusion and accepted the visual blur as an immutable property of the print medium.In this talk, we present the series of works conducted by a consortium of several institutes (Max-Planck Institute for Informatics, Germany; Charles University in Prague, Czech Republic; Institute of Science and Technology, Austria; University Col-lege London, United Kingdom; Universita della Svizzera Italiana, Switzerland; The Keldysh Institute of Applied Mathematics RAS, Russia). Our work counteracts heterogeneous scattering to obtain the impression of a crisp albedo texture on top of the 3D print, by optimizing for a fully volumetric material distribution that preserves the target appearance.We build our iterative method on top of a general Monte-Carlo simulation of heterogeneous scattering. We find out that a certain arrangement of materials expands the gamut of achievable appearances and makes it possible to produce sharp textures. This knowledge built-in into the volume-update step enables convergence justafter 10–15 iterations. We verify these findings using an established stochastic gradient-descent optimization for small canonical objects where it is feasible computationally.Expansion of our method to fabrication of arbitrary 3D objects with the translucent resins opens a set of problems of achievable colour combinations on the two sides of thin shapes, in the extreme convex and concave shapes. Physically correct lighting simulation enables exploration of these extreme cases where no ideal solution is possible. It turns out that a re-formulation of established gamut-mapping methods is needed for the medium with the inherent cross-talk properties such as the scattering resins of the modern full-colour 3D printers.Elaborating further ideas from we also propose a fast forward predictor of the object's surface appearance based on a neural network to replace the Monte-Carlo simulation in order to speed up the preparation of the model by 300 times. The achieved acceleration allows to reduce simulation time to minutes for a single, GPU-equipped workstation.Thismakesthe print preparation timings practical.


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