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In lighting design, the lumen method, (also called zonal cavity method), is a simplified method to calculate the light level in a room.The method is a series of calculations that uses horizontal illuminance criteria to establish a uniform luminaire layout in a space.
The Phong reflection model was developed by Bui Tuong Phong at the University of Utah, who published it in his 1975 Ph.D. dissertation. [1] [2] It was published in conjunction with a method for interpolating the calculation for each individual pixel that is rasterized from a polygonal surface model; the interpolation technique is known as Phong shading, even when it is used with a reflection ...
Calculating daylight factors requires complex repetition of calculations and thus is generally undertaken using a complex software product such as Radiance. This is a suite of tools for performing lighting simulation, which includes a renderer as well as many other tools for measuring
Mathematically, for the spectral power distribution of a radiant exitance or irradiance one may write: =where M(λ) is the spectral irradiance (or exitance) of the light (SI units: W/m 2 = kg·m −1 ·s −3); Φ is the radiant flux of the source (SI unit: watt, W); A is the area over which the radiant flux is integrated (SI unit: square meter, m 2); and λ is the wavelength (SI unit: meter, m).
For example, some of the light emitted by a luminaire may exit away from the desired plane and is therefore wasted. A CU measures the light actually reaching the desired plane as a percentage of the total light produced by the fixture. The value for direct lighting varies from 0.2 to 0.5 while that of indirect lighting varies from 0.1 to 0.3
It is calculated by taking the product of the geometric length of the optical path followed by light and the refractive index of the homogeneous medium through which the light ray propagates; for inhomogeneous optical media, the product above is generalized as a path integral as part of the ray tracing procedure.
Radiance is a suite of tools for performing lighting simulation originally written by Greg Ward. [1] It includes a renderer as well as many other tools for measuring the simulated light levels. It uses ray tracing to perform all lighting calculations, accelerated by the use of an octree data structure.
Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints.