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Shading coefficient (SC) is a measure of thermal performance of a glass unit (panel or window) in a building . It is the ratio of solar gain (due to direct sunlight) passing through a glass unit to the solar energy which passes through 3mm Clear Float Glass. [ 1] It is an indicator of how well the glass is thermally insulating ( shading) the ...
[1] [5] The SC, or shading coefficient, is used widely in the evaluation of heat gain through glass and windows. [1] [5] Finally, the SCL, or solar cooling load factor, accounts for the variables associated with solar heat load. These include the global coordinates of the site and the size of the structure. [1] [5]
The shading coefficient (SC) is a measure of the radiative thermal performance of a glass unit (panel or window) in a building.It is defined as the ratio of solar radiation at a given wavelength and angle of incidence passing through a glass unit to the radiation that would pass through a reference window of frameless 3 millimetres (0.12 in) Clear Float Glass. [3]
Diffuse reflection. Light that is reflected on a non-metallic and/or a very rough surface gives rise to a diffuse reflection. Models that describe the perceived brightness due to diffuse reflection include: Lambert. Oren–Nayar (Rough opaque diffuse surfaces) Minnaert.
Diagram showing vectors used to define the BRDF. All vectors are unit length. points toward the light source. points toward the viewer (camera). is the surface normal.. The bidirectional reflectance distribution function (BRDF), symbol (,), is a function of four real variables that defines how light from a source is reflected off an opaque surface. It is employed in the optics of real-world ...
Albedo (/ æ l ˈ b iː d oʊ / al-BEE-doh; from Latin albedo 'whiteness') is the fraction of sunlight that is diffusely reflected by a body. It is measured on a scale from 0 (corresponding to a black body that absorbs all incident radiation) to 1 (corresponding to a body that reflects all incident radiation).
In 3D computer graphics, Phong shading, Phong interpolation,[ 1] or normal-vector interpolation shading[ 2] is an interpolation technique for surface shading invented by computer graphics pioneer Bui Tuong Phong. Phong shading interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals and ...
Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. A cel shader is often used to mimic the style of a comic book or cartoon and/or give the render a characteristic paper-like texture. [1]