24852813 lighting handbook day lighting computation methods

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    Daylighting Computation Methods

    From Dot Chart to Digital Simulation

    Benjamin Geebelen, ir.-arch.

    K.U.Leuven, dept. of Architecture

    Introduction

    Whatever our surroundings, light is all around us. At all times, every point of every

    surface emits, reflects, absorbs and possibly transmits rays of light in an infinite

    number of directions. It is not hard to imagine that, in most real-world situations,

    light transfer is too complex a matter to be described analytically. This paper gives an

    overview of the tools that were devised to find reliable approximations for the

    distribution of light in a scene. It will focus on the simulation of skylight.

    1 Historical background1

    Throughout the ages lighting design, like most aspects of construction, was a question

    of craftsmanship and unwritten rules, of precedent and experience. It was the

    Industrial Revolution that brought the most rapid change in the applications,

    requirements and solutions for daylighting.

    Sparked by phenomena of radical sociological change and technological innovation, a

    whole range of new building types was invented, such as art galleries, railway

    stations, assembly halls, libraries, elementary schools and exhibition halls, building on

    advances in the glazing and framing technologies. With gas and oil lighting still

    being too expensive, polluting and dangerous, new functional briefs and increased

    urban densities entailed new problems and requirements for daylight availability. The

    need for daylighting design tools thus originated in an era in which photometry was in

    its infancy and luminance had not even been defined.

    Early daylighting regulations concentrated on the amount of direct daylight from the

    sky and consisted of simple geometric rules, such as the sky-line rule2

    or minimal

    glazing-area-to-floor-area ratios. By the 1920s the first photometers had been

    invented and photometry had evolved sufficiently to allow more precise methods.

    These were invented mainly as a means to adjudicate disputes concerning the

    obstruction of light by a proposed building. Two of the earliest computation tools are

    the Waldram diagram, devised by P.J. and J.M. Waldram, and Pleijels pepper-pot

    diagrams. Throughout the 20th

    century, until the advent of personal computers, more

    graphical methods were conceived, such as the BRS protractor.

    Slowly the attention turned towards the internally reflected component. In times

    when interiors were often clad in dark natural finishes and covered in the grime ofcontemporary artificial light sources, it had been neglected. However, after the

    widespread introduction of electrical lighting, and a confrontation with the massive

    solar gains and heat losses of the large glass faades so popular in the 1970s, the

    1An interesting historical overview can be found in [2], on which this section was based.

    2The sky-line rule states that a room will be well lit if there is a unobstructed view of the sky from the

    point of interest.

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    significance of reflected light for achieving well-lit rooms with sensible window sizes

    became evident. It was recognized as a key feature to help reduce the variation of

    illuminance levels across a room. Mathematical prediction techniques were

    formulated, striking a balance between the complexity of inter-reflections and the

    simplicity of available design data. Some of these formulae are still useful design

    tools today.

    While the use of these graphical or hand-calculation methods is not fundamentally

    challenging, treating large numbers of reference points is likely to become a tedious

    and lengthy activity. It is not surprising that some of the first software tools consisted

    of digital translations of known hand-calculation methods.

    From the early 1980s on, researchers in the field of computer graphics began to

    investigate the possibilities of global illumination, the realistic simulation of light

    transfer within a scene. First initiatives were aimed at visual appeal without much

    care for physical accuracy, but they laid the groundwork for powerful lighting

    simulation tools.

    During the 1990s research initiatives multiplied with different orientations, ranging

    from user-friendly design tools to integrated energy-performance assessment tools.

    2 Scale models

    Architects have been using scale models for centuries to assess different aspects of

    their designs. Many still use scale models today to study the volumetric composition

    of their designs or to communicate with clients or consultants.

    Unlike thermal, acoustic, structural or hydrodynamic models, models for lighting

    studies are not subject to scaling effects. Since the wavelengths of light are so short

    with respect to the size of buildings and scale models, its behavior is largely

    unaffected. The light distribution in models with carefully duplicated geometry and

    material properties will qualitatively and quantitatively match the distribution in the

    actual room. This makes the scale model a very useful and intuitive lighting designtool, which every architect is familiar with. Even on a small budget the simplest

    model can give an immediate impression of the light distribution in a room or the

    dynamics under changing sun positions.

    Scale models can also be used for measuring quantitative data. However, for this

    purpose the models need to be built with more care. All joints have to be covered

    with masking tape and finishes have to match the real building materials as closely as

    possible. In order to obtain relevant data, the lighting conditions need to be controlled

    or at least monitored. In an outdoor set-up the simultaneous recording of the sky and

    the indoor conditions is far from straightforward, and the considerable impact of the

    luminance distribution of the sky may complicate an analysis of the results. Under

    artificial skies, i.e. hemispherical skies or mirror boxes, the luminance distribution canbe kept constant, which facilitates the measuring procedure.

    There are a few limitations to the use of scale models for lighting studies:

    It is very difficult to include artificial lighting. Even if the intensity of artificiallight sources can be simulated, the luminance distribution of the luminaires

    cannot.

    Some finishes, such as fabrics or brickwork, may be difficult to scale. This maycause errors.

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    Many artificial skies are only able to simulate overcast sky conditions. Exceptionsare hemispherical skies with individually controlled lamps and the so-called one-

    lamp artificial skies [15].

    Different studies have indicated that scale models are not the most accurate ofsimulation tools. Reasons for this include poorly represented surface finishes,

    light leaks in the model, inexact luminance distributions of the artificial skies,

    imprecise placement of measurement instruments Photographs taken under artificial skies cannot be used to judge color in the scene. Hardly any architectural firms own an artificial sky or heliodon. Quantitative

    studies can therefore entail high costs. A testing facility and an operator need to

    be hired and the model needs to be transported. Due to the restricted time frame,

    and because the production of the models requires a great amount of care, so as

    not to introduce any light leaks, it may be difficult to make quick alterations to the

    model and compare different design alternatives.

    3 Graphical, tabular and hand-calculation methods

    A whole range of simplified methods has been developed, varying in ease-of-use,

    accuracy and applicability. They can be categorized in different ways:

    According to treatment of the direct and reflected components: do they produceone or both, or do they produce the total daylight factor in a single step?

    According to applicability: can they handle vertical, horizontal or slopingwindows? Can they handle saw-tooth roof lights?

    According to daylight conditions: which kinds of sky luminance distributions canthey handle? Typical for simplified methods is that they cannot handle complex

    sky luminance distributions. They are only applicable to azimuthally invariant

    sky models, mostly uniform or overcast.

    According to output: do they produce mean, minimum or maximum values, or canthey handle arbitrary reference points?

    According to form: do they consist of tables, equations, protractors,nomograms, dot charts or diagrams? According to underlying light transfer model: are they based on the Flux Transfer

    method, the Lumen Method, or do they have another foundation?

    The computation of the direct and the reflected components are so different that many

    simplified methods merely produce one of both. It is then possible to choose one

    method for each component and use them in conjunction, e.g. a protractor for the

    direct and an equation for the reflected component. However, it is always wise to

    choose methods that make similar allowances for deterioration of decorations, dirt on

    the windowpanes, framing and window bars, and transmission losses of the glazing

    type.

    A detailed discussion of all available methods would go beyond the scope of thissection. Only the most common ones are briefly discussed. A more general overview

    can be found in [1].

    3.1 The direct component

    Because the direct component of the daylight factor depends on relatively few

    parameters the shape of the windows, their transmission characteristics and their

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    position relative to the reference point its computation has often been captured in

    graphical or tabular form.

    One of the oldest methods, dating back to 1923, is the Waldram diagram. This kind

    of diagram consists of a grid of squares, each of which represents an equal portion of

    daylight factor, on which one can draw the projections of windows and obstructions

    as seen from the reference point. In order to know the direct component of the

    daylight factor, one simply needs to count the squares within the outline of the

    projection. The diagram was designed in such a way that vertical edges remain

    vertical in the projection. Horizontal edges, however, need to follow the shape of the

    so-called droop lines in order to take the cosine law of illumination and the non-

    uniform luminance of the sky vault into account. The one shown in Fig. 1 is based on

    the luminance distribution of an overcast sky and allows for glazing losses. This

    method offers fairly good accuracy.

    External obstruction

    Angles of azimuth

    0102030405060708090 80 9070605040302010

    Droop lines of horizontal edgesparallel to plane of window

    Droop lines of horizontal edges atright angles to plane of window

    90

    70

    60

    50

    40

    30

    20

    10

    Unobstructed view of sky

    30

    20

    40

    50

    60

    70

    80

    Anglesofaltitude

    Fig. 1 Waldram diagram for CIE Overcast Sky and vertically glazedapertures, including corrections for glazing losses. As an example a large

    window and an obstructing tower are indicated. Each square indicated in fine

    lines corresponds with a daylight factor of 0.1%.

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    Pleijel followed a similar approach for the design of his pepper-pot diagrams. Here

    the direct component of the daylight factor can be obtained by counting the dots that

    fall within the contours of the projection. The great advantage of this kind of diagram

    is that the density of the dots accounts for the non-linearity of the illumination, so that

    projections can be made without deformations. The drawback, however, is that

    counting the dots can become a very tedious task.

    Fig. 2 Pepper-pot diagram or dot chart for the sky component of thedaylight factor on horizontal planes (from [16]). This diagram applies to vertical

    windows and the CIE Standard Overcast Sky.

    The BRS Daylight Protractors are probably the most widely used graphical tools

    [3]. They come in pairs: one primary protractor or daylight scale, and one auxiliary

    protractor or correction scale. Protractors are available for different sky types and

    various slopes of glazing. The main advantage of protractors is that they can be used

    straight onto plans and sections of the proposed room. They are very easy to use.

    Fig. 4 and Fig. 4 show an example for vertical glazing. The primary protractor is

    placed onto a section drawing. It provides the sky component or the equivalent sky

    component of an external obstruction as the difference between the readings of the top

    and bottom edge. The secondary protractor is placed onto a plan drawing and deliversthe correction factors for windows of finite length. For the externally reflected

    component an additional correction factor of 0.2 is usually used. Protractors are less

    practical for irregular compositions. However, it is usually possible to assume an

    average simple outline.

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    Fig. 3 BRS protractors for the CIE Standard Overcast Sky and verticalwindows.

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    Fig. 4 The use of Building Research Station protractors.

    During the very early stages of design, when scale drawings are not yet available, one

    can use the BRS Simplified Daylight Tables. For very simple geometric

    compositions these tables provide the sky component.

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    Sky component of the daylight factor [%]

    1.30 2.50 3.70 4.90 5.90 6.90 7.70 8.40 9.00 9.60 10.70 11.60 12.20 12.60 13.00 13.70 14.20 14.60 14.90 15.00

    5 1.20 2.40 3.70 4.80 5.90 6.80 7.60 8.30 8.80 9.40 10.50 11.10 11.70 12.30 12.70 13.30 13.70 14.00 14.10 14.20

    4 1.20 2.40 3.60 4.70 5.80 6.70 7.40 8.20 8.70 9.20 10.30 10.90 11.40 12.00 12.40 12.90 13.30 13.50 13.60 13.70

    3.5 1.20 2.40 3.60 4.60 5.70 6.60 7.30 8.00 8.50 9.00 10.10 10.60 11.10 11.80 12.20 12.60 12.90 13.20 13.20 13.30

    3 1.20 2.30 3.50 4.50 5.50 6.40 7.10 7.80 8.20 8.70 9.80 10.20 10.70 11.30 11.70 12.00 12.40 12.50 12.60 12.70

    2.8 1.10 2.30 3.40 4.50 5.40 6.30 7.00 7.60 8.10 8.60 9.60 10.00 10.50 11.10 11.40 11.70 12.00 12.20 12.30 12.30

    2.6 1.10 2.20 3.40 4.40 5.30 6.20 6.80 7.50 7.90 8.40 9.30 9.80 10.20 10.80 11.10 11.40 11.70 11.80 11.90 11.90

    2.4 1.10 2.20 3.30 4.30 5.20 6.00 6.60 7.30 7.70 8.10 9.10 9.50 10.00 10.40 10.70 11.00 11.20 11.30 11.40 11.50

    2.2 1.10 2.10 3.20 4.10 5.00 5.80 6.40 7.00 7.40 7.90 8.70 9.10 9.60 10.00 10.20 10.50 10.70 10.80 10.90 10.90

    2 1.00 2.00 3.10 4.00 4.80 5.60 6.20 6.70 7.10 7.50 8.30 8.70 9.10 9.50 9.70 9.90 10.00 10.10 10.20 10.30

    1.9 1.00 2.00 3.00 3.90 4.70 5.40 6.00 6.50 6.90 7.30 8.10 8.50 8.80 9.20 9.40 9.60 9.70 9.80 9.90 9.90

    1.8 0.97 1.90 2.90 3.80 4.60 5.30 5.80 6.30 6.70 7.10 7.80 8.20 8.50 8.80 9.00 9.20 9.30 9.40 9.50 9.50

    1.7 0.94 1.90 2.80 3.60 4.40 5.10 5.60 6.10 6.50 6.80 7.50 7.80 8.20 8.50 8.60 8.80 8.90 9.00 9.10 9.10

    1.6 0.90 1.80 2.70 3.50 4.20 4.90 5.40 5.80 6.20 6.50 7.20 7.50 7.80 8.10 8.20 8.40 8.50 8.60 8.60 8.60

    1.5 0.86 1.70 2.60 3.30 4.00 4.60 5.10 5.60 5.90 6.20 6.80 7.10 7.40 7.60 7.80 7.90 8.00 8.00 8.10 8.10

    1.4 0.82 1.60 2.40 3.20 3.80 4.40 4.80 5.20 5.60 5.90 6.40 6.70 7.00 7.20 7.30 7.40 7.50 7.50 7.60 7.60

    1.3 0.77 1.50 2.30 2.90 3.60 4.10 4.50 4.90 5.20 5.50 5.90 6.20 6.40 6.60 6.70 6.80 6.90 6.90 6.90 7.00

    1.2 0.71 1.40 2.10 2.70 3.30 3.80 4.20 4.50 4.80 5.00 5.40 5.70 5.90 6.00 6.10 6.20 6.20 6.30 6.30 6.30

    1.1 0.65 1.30 1.90 2.50 3.00 3.40 3.80 4.00 4.30 4.60 4.90 5.10 5.30 5.40 5.40 5.50 5.60 5.60 5.70 5.701 0.57 1.10 1.70 2.20 2.60 3.00 3.30 3.60 3.80 4.00 4.30 4.50 4.60 4.70 4.70 4.80 4.80 4.90 5.00 5.00

    0.9 0.50 0.99 1.50 1.90 2.20 2.60 2.80 3.10 3.30 3.40 3.70 3.80 3.90 4.00 4.00 4.00 4.10 4.10 4.20 4.20

    0.8 0.42 0.83 1.20 1.60 1.90 2.20 2.40 2.60 2.70 2.90 3.10 3.20 3.30 3.30 3.30 3.30 3.40 3.40 3.40 3.40

    0.7 0.33 0.68 0.97 1.30 1.50 1.70 1.90 2.10 2.20 2.30 2.50 2.50 2.60 2.60 2.60 2.60 2.70 2.70 2.80 2.80

    0.6 0.24 0.53 0.74 0.98 1.20 1.30 1.50 1.60 1.70 1.80 1.90 1.90 2.00 2.00 2.00 2.10 2.10 2.10 2.10 2.10

    0.5 0.16 0.39 0.52 0.70 0.82 0.97 1.00 1.10 1.20 1.30 1.40 1.40 1.40 1.40 1.50 1.50 1.50 1.50 1.50 1.50

    0.4 0.10 0.25 0.34 0.45 0.54 0.62 0.70 0.75 0.82 0.89 0.92 0.95 0.95 0.96 0.96 0.96 0.97 0.97 0.98 0.98

    0.3 0.06 0.14 0.18 0.26 0.30 0.34 0.38 0.42 0.44 0.47 0.49 0.50 0.50 0.51 0.51 0.52 0.52 0.52 0.53 0.53

    0.2 0.03 0.06 0.09 0.11 0.12 0.14 0.16 0.20 0.21 0.21 0.22 0.22 0.22 0.22 0.23 0.23 0.23 0.23 0.24 0.24

    Ratioheightofwind

    owaboveworkingplane:distancefromw

    indow

    [-]

    0.1 0.01 0.02 0.02 0.03 0.03 0.04 0.04 0.05 0.05 0.05 0.06 0.06 0.06 0.06 0.07 0.07 0.07 0.07 0.08 0.08

    0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1 1.2 1.4 1.6 1.8 2 2.5 3 4 6

    Ratio width of window to one side of normal : distance from window [-]

    Table 1 BRS Simplified Daylight Table for vertical glazed rectangularwindows.

    3.2 The internally reflected component (IRC)

    It is far more difficult to obtain a good estimate of the reflected component, since it

    depends on scene geometry and material properties of all surface finishes in the scene.

    Because of the endless possibilities it is hard to parameterize both and translate them

    into graphical form. Most simplified methods for the internally reflected component

    therefore consist of equations and nomograms.

    A number of sources prescribe different formulae for the internally reflected

    component, with different parameters and allowances. However, most of them can betraced back to only a few basic ways of abstracting the scene.

    The Split-Flux Method regards the scene as consisting of only two surfaces: the floor

    with the part of the vertical walls below the center of the window and the ceiling and

    the part of the vertical walls above the center of the window. It is then assumed that

    the light from the sky is distributed over the lower part, and the externally reflected

    light over the upper part. For clear glazing the average direct illuminance of the lower

    part can then be expressed as:

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    l

    gskyg

    gldA

    AEE

    ..

    ,

    , = (1)

    where

    ldE , = the average direct illuminance of the lower part,

    g = the specular transmittance of the glazing,

    Eg,sky = the illuminance of the window due to the sky,

    Ag = the area of the window and

    Al = the area of the lower part of the scene.

    The average direct illuminance of the upper part can be expressed in a similar way:

    u

    ggroundg

    gudA

    AEE

    ..

    ,

    , = (2)

    where

    udE , = the average direct illuminance of the upper part,

    g = the specular transmittance of the glazing,

    Eg,ground = the illuminance of the window due to the ground,Ag = the area of the window and

    Au = the area of the upper part of the scene.

    Both Eg,sky and Eg,ground are estimated based on the horizontal illuminance under an

    unobstructed sky. The illuminance due to the sky for a vertical surface can fairly

    easily be computed as follows:

    obstrvhhskyg CCEE .., = (3)

    where

    Eg,sky = the illuminance of the window due to the sky,

    Eh = the horizontal illuminance in the open field,

    Chv = a correction factor to transform from horizontal to verticalilluminance (0.5 for a uniform sky, roughly 0.4 for a CIE Overcast

    Sky) and

    Cobstr = a correction factor for exterior obstructions.

    For an overcast sky BRE lists values for the product of both correction factors

    depending on the angle of obstruction measured from the center of the window [4].

    These can be found in Table 2. Alternatively Cobstrcan be approximated as

    =

    901 obstrobstrC

    (4)

    where

    obstr = the angle of obstruction [].

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    Angle of obstruction [] Ch v.Cobstrn [%]

    No obstruction 39

    10 3520 31

    30 25

    40 2050 14

    60 10

    70 7

    80 5

    Table 2 Correction factors for the illuminance of the windows due to the skyaccording to BRE.

    For the illuminance of the window due to the ground, the ground is regarded as a

    perfectly diffuse surface with constant luminance

    hgroundground

    EL .= (5)

    where

    Lground = the luminance of the ground,

    ground

    = the reflectance of the ground, usually taken as a minimum of 0.1

    and

    Eh = the horizontal illuminance under an unobstructed sky.

    The illuminance of the window can then be approximated according to

    2..

    2,

    hgroundgroundgroundg

    ELE

    == . (6)

    If we regard both parts of the scene as two parallel infinite planes, we can compute the

    average illuminance and luminance of the upper part of the scene as follows:

    ul

    ldlud

    u

    EEE

    .1

    . ,,

    +

    = (7)

    and

    ul

    ldluuduuuu

    EEEL

    .1

    ....

    1.

    ,,

    +

    == (8)

    where

    uE = the average illuminance of the upper part of the scene,

    udE , = the average direct illuminance of the upper part of the scene,

    ldE , = the average direct illuminance of the lower part of the scene,

    uL = the average luminance of the upper part of the scene,

    u = the average reflectance of the upper part of the scene and

    l = the average reflectance of the lower part of the scene.

    The average internally reflected component of the daylight factor can then be

    computed as:

    +

    =

    l

    obstrvhlu

    u

    groundu

    lu

    ggIRC

    A

    CC

    A

    ADF

    ...

    2

    ..

    .1

    .

    (9)

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    whereIRC

    DF = the internally reflected component of the daylight factor,

    g = the specular transmittance of the glazing,

    Ag = the area of the window,

    Au = the area of the upper part of the scene,

    Al = the area of the lower part of the scene,

    u = the average reflectance of the upper part of the scene,

    l = the average reflectance of the lower part of the scene,

    ground = the reflectance of the ground,

    Chv = a correction factor to transform from horizontal to vertical

    illuminance and

    Cobstr = a correction factor for exterior obstructions.

    This only applies to clear glazing. For diffuse glazing the average direct illuminance

    values should be computed differently:

    l

    ggroundgskyg

    gld

    A

    AEEE .

    2

    .,,

    ,

    += (10)

    and

    u

    ggroundgskyg

    gudA

    AEEE .

    2.

    ,,

    ,

    += . (11)

    The average internally reflected component of the daylight factor can then be

    computed as follows:

    +

    +

    = obstrvh

    ground

    l

    l

    u

    u

    lu

    ggIRC

    CCAA

    ADF .

    2.

    1.

    2.

    .1

    .

    . (12)

    A slightly simpler variation of the Split-Flux principle is theIntegrated-Sphere

    Approximation, in which the entire scene is regarded as a closed sphere with

    constant luminance. For this situation the average luminance can be estimated

    according to

    =

    1

    dL

    L (13)

    where

    L = the average luminance of the inner surfaces of the scene,

    dL = the average luminance of the inner surfaces of the scene due to

    direct illumination and

    = the average reflectance of the inner surfaces of the scene.

    Using equations (1) and (2) we can estimated

    L as follows:

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    ( )skyglgroundgu

    gg

    l

    l

    gskyg

    glu

    u

    ggroundg

    gu

    l

    ld

    lu

    ud

    u

    d

    EEA

    A

    AA

    AEA

    A

    AE

    A

    A

    AE

    AE

    L

    ,,

    ,,

    ,,

    ....

    .

    ..

    ....

    ....

    1

    ....

    +=

    +=

    +=

    (14)

    where

    u = the average reflectance of the upper part of the scene,

    l = the average reflectance of the lower part of the scene,

    Au = the total surface area of the upper part of the scene,

    Al = the total surface area of the lower part of the scene,

    A = the total area of all inner surfaces of the scene,

    udE , = the average direct illuminance of the upper part of the scene,

    ld

    E,

    = the average direct illuminance of the lower part of the scene,

    g = the specular transmittance of the glazing,

    Ag = the area of the window,

    Eg,ground = the illuminance of the window due to the ground and

    Eg,sky = the illuminance of the window due to the sky.

    If we substitute Eg,ground and Eg,sky using equations (3) and (6), we can compute the

    average internally reflected component of the daylight factor as follows:

    ( )

    +

    = obstrvhl

    ground

    u

    ggIRC

    CCA

    ADF ..

    2..

    1.

    .

    (15)

    where

    IRCDF = the average internally reflected component of the daylight factor,

    g = the specular transmittance of the glazing,

    Ag = the area of the window,

    A = the total area of all inner surfaces of the scene,

    u = the average reflectance of the upper part of the scene,

    l = the average reflectance of the lower part of the scene,

    ground = the reflectance of the ground,

    Chv = a correction factor to transform from horizontal to vertical

    illuminance and

    Cobstr = a correction factor for exterior obstructions.

    This is the method prescribed by BRE [4]. A value of 0.1 is assumed for ground andTable 2 lists values for the correction factors.

    A common and easy-to-use alternative for equations are nomograms. These can be

    obtained for different cases. The example shown in Fig. 5 allows the fast computation

    of the average internally reflected component for side-lit rooms. Find the point on

    scale A indicating the appropriate window-area-to-total-surface-area ratio. Find the

    point of scale B indicating the average reflection factor of the interior surfaces.

    Connect both points with a line. The point in which this line intersects with scale C

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    indicates the average internally reflected component of the daylight factor

    disregarding external obstructions. If there are obstructions, find the point on scale D

    that indicates the angle of obstruction and connect it with the point you just found on

    scale C. The intersection point of this line with scale E indicates the average

    internally reflected component with obstructions. The great advantage of nomograms

    is their ease-of-use. However, for complex geometries they may offer insufficient

    accuracy. Moreover, each nomogram is based on an assumption of the distribution ofreflectance values. One cannot differentiate between the upper and lower part of the

    scene, which can cause discrepancies with the values that are computed using an

    equation.

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    Fig. 5 Nomogram for the average internally reflected component of thedaylight factor (from [10]).

    3.3 Combining methods

    It is now possible to combine a method for the direct component and one for the

    internally reflected component to compute the total daylight factor:

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    ( ) IRCERCSCIRCDC

    DFDFDF

    DFDFDF

    ++=

    += (16)

    where

    DF = the daylight factor in a reference point,

    DFDC

    = the direct component of the daylight factor,

    DFIRC = the internally reflected component of the daylight factor,DF

    SC= the sky component of the daylight factor and

    DFERC

    = the externally reflected component of the daylight factor.

    The direct component is generally regarded as consisting of the sky component, due

    to the unobstructed portion of the sky, and the externally reflected component, due to

    obstructions. The latter is usually computed in the same way as the former and then

    corrected with a reflectance. For a uniform sky BRE prescribes a reflectance of 0.1,

    for a CIE Standard Overcast Sky 0.2.

    When combining methods, especially from different sources, special attention should

    go to:

    the transmission of the glazing: is it included in both methods? Is it includedimplicitly or explicitly? Do both methods employ the same value?

    additional allowances: does either method include a correction for dirt on theglazing?

    the output of the methods: do they provide point values, or average, maximum orminimum values?

    3.4 Single-step methods

    A few methods approximate the daylight factor without differentiating between a

    direct and a reflected component. Most of them use regression to express the daylight

    factor as a linear combination of the illuminance of the window due to the sky and the

    illuminance due to the reflection off the ground. By measurements in scale models

    appropriate coefficients have been established for a number of room geometries,material properties, glazing transmittances, etc.

    The best-known method of this type is the Lumen Method, where the daylight factor

    can be found as:

    uggvKAEDF ...= (17)

    or

    gggroundugroundgskyuskyg AKEKEDF .... ,,,, += (18)

    where

    Ev = the vertical illuminance under an unobstructed sky,

    Eg,sky = the illuminance of the glazing due to the sky,Eg,ground = the illuminance of the glazing due to the ground,

    Ag = the glazing area,

    g = the transmittance of the glazing and

    Ku, Ku,sky, Ku,ground= coefficients of utilization.

    Coefficients of utilization have been published by different sources for a variety of

    geometries, glazing systems, sky types, etc.

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    3.5 Estimating annual daylight availability

    Once the daylight factor in a reference point or on the working plane is known, the

    annual daylight availability can be estimated. Based on the function of a space, the

    required internal illuminance level can be determined. If we divide this by the

    daylight factor, we obtain the required external illuminance level. Based on

    meteorological data we can find the percentage of the working year during which thisexternal illuminance level is attained (Fig. 6).

    50%55%60%

    65%70%75%80%85%90%95%

    100%

    0 2000 4000 6000 8000 10000 12000 140006AM-6PM 7AM-5PM 8AM-6PM7AM-3PM 8AM-4PM 9AM-5PM

    Minimal illuminance in open field[lux]

    Percentage ofworking yearduring which

    indicatedilluminance is

    attained

    Daylight availability

    Fig. 6 Daylight availability in the Belgium based on meteorological data fromBrussels.

    4 Digital simulation

    Since the advent of personal computers numerous attempts have been made to

    develop software tools that predict the lighting in a proposed room. This sectiondiscusses the theories behind different approaches. Of each approach examples are

    given. However, since most software evolves rather rapidly, there is a distinct risk

    that the information presented here will quickly be outdated. Discussions of

    individual programs are therefore deliberately kept concise.

    4.1 Simplified algorithms

    A number of programs simply offer a digital translation of the simplified hand

    calculation methods discussed above. The main benefit of this approach is an

    increased ease-of-use. The input is usually simple and efficient, and results are

    delivered instantaneously. The user no longer needs to compute azimuth or altitude

    angles, sky components, average reflectance values, total surface areas or internally

    reflected components. The drawback, however, is that there is very little

    improvement in the accuracy of the results.

    This type of software is excellently suited for the initial stages of architectural design,

    when important decisions have to be made, based on little information. They allow

    the designer to easily and quickly compare different design alternatives. That the

    accuracy of the output is so low can be justified by the fact that there are too many

    unknowns to allow a precise result. At an early stage the designer is more interested

    in qualitative rather than quantitative results.

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    A good example of this kind of software is Leso-DIAL, which was developed at

    EPFL [14]. It computes the sky component analytically, which implies a slight

    improvement of accuracy as compared to manual methods, and estimates the average

    internally reflected component using the BRE Split-Flux Formula. The emphasis in

    the development of this program was on applicability in early design stages. It cannot

    handle complex geometry, but input is extremely straightforward and intuitive.

    Reflectance values are entered qualitatively, with values ranging from very dark tovery light, and besides numerical output, it offers a diagnostics module, which

    suggests alterations to the design that would improve daylight availability.

    Another, much earlier, example is DAYLIT [1]. The goals were similar, but besides

    daylighting computations, the program includes electric lighting and thermal

    calculations. For its daylighting predictions it uses the Lumen Method as prescribed

    by the IES.

    Fig. 7 Examples of the Leso-DIAL user interface.

    4.2 Light transfer simulation3

    The ambition to simulate the light transfer between the surfaces of scene first emerged

    in the field of computer graphics. In the pursuit of more realism of digitally

    synthesized images, researchers sought ways of simulating the interaction of light and

    objects, of mimicking light being reflected, transmitted and refracted, of computing

    shadows and highlights.

    The resulting algorithms, generally referred to as global illumination models, all

    define approximating solutions for what is known as the rendering equation [11].In its outgoing form this equation expresses the amount of light leaving a surface at a

    certain point in a certain direction as the sum of the surfaces own emittance and the

    light reflected and transmitted by the surface:

    3Algorithms are discussed only briefly in this section. More information can be found in [6] and [7].

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    ( ) ( ) ( ) ( ) ( )

    += &&&&&&

    drLpfpLpLooeo

    cos,,,, (19)

    where

    ( )opL &

    , = the luminance of the surface at pointp in direction o&

    ,

    ( )oe

    pL &

    , = the luminance of the surface at pointp in direction o&

    due to its

    own emittance,( )opf

    &&

    , = the function that describes how light arriving from direction&

    is reflected or transmitted to direction o&

    at pointp,

    r = the point from which the light arriving from direction &

    originated,

    = the angle between direction &

    and the surface normal and

    = the total sphere around pointp.

    This is clearly a recursive formula: in order to compute the luminance at a point p we

    need to compute the luminance values at all points rsurrounding it. It is already a

    simplification of reality, since it does not account for an interaction with the medium

    or spectral effects.In order to fully simulate the light distribution in a scene we need to solve this

    equation for all points in that scene. Except for a limited number of ideal cases, this is

    an impossible task:

    the equation needs to be solved for an infinite number of points; around each point an infinite number of directions needs to be considered; the functionfis hard to determine for most real-life materials.

    The following section discusses the main techniques to find an approximate solution

    for the rendering equation.

    Historically ray tracing was the first technique to be developed [19]. It overcomes

    the problems in solving the rendering equation by limiting the number of investigated

    directions and thus tracing individual light rays through the scene. There are two

    variants to this scheme. Inforward ray tracing or ray casting light rays are followed

    in the direction of light propagation, i.e. from the light source towards the scene.

    More common, however, is backward ray tracing, which tracks the light back from

    the viewer to the light source.

    This recursive algorithm is the literal translation of the rendering equation. The

    original goal was to produce realistic images of a geometric scene. Such an image

    can be interpreted as a projection of the scene onto a rectangular screen between the

    scene and the viewer. This screen consists of an orthogonal grid of picture elements

    or pixels, each of which portrays a particular part of the scene with a uniformly

    colored square. The color and intensity of a pixel is generally determined by the point

    in the scene that is visible in the pixels center or by a grid of points, all visible withinthe pixels boundaries. These points are found by tracing eye rays from the

    viewpoint, through the pixel, towards the scene until they hit one of the scenes

    surfaces. An estimate for the rendering equation is then found for each of these

    points. In theory all directions around a point need to be considered. However, ray

    tracing limits this number to only the most important ones, i.e. the directions of the

    light sources in the scene, the direction of reflection for reflective surfaces, and the

    direction of transmission for transparent surfaces. For each of these directions an

    additional ray is traced. Rays that sample a light source will check whether the light

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    source is visible to the investigated point. Reflection and transmission rays will look

    for the nearest intersection with objects in the scene. For each of these intersections

    the process is repeated, thus resulting in a recursive tree of rays (Fig. 8 and Fig. 9).

    ImageEye

    Pixel

    Object 1

    Object 2

    Object 3

    Object 4

    Source 1

    Source 2

    E1

    S11

    S12

    R1

    T1

    S21

    S22

    R2

    S31

    S32

    R3

    Fig. 8 Backward ray tracing.

    Eye

    Pixel 1 Pixel 2

    E1 E2

    Object 1

    Source 1

    Source 2

    S11

    S12

    T1

    R1

    T2R2 T3

    R3

    Object 2

    Source 1

    Source 2

    S21

    S22Object 3

    Source 1

    Source 2

    S31

    S32

    Fig. 9 The recursive ray tree. Eye rays are indicated with E, light-sourcerays with S, reflection rays with R, and transmission rays with T. The Xs

    indicate light-source rays that are blocked by other objects or transmission rays

    that are not investigated because the material is not translucent.

    This technique performs best with scenes that contain ideally specular materials andpoint light sources (Fig. 10). Diffuse material behavior can be reproduced by tracing

    additional random rays. Large light sources can be handled by super sampling, i.e.

    testing visibility at multiple points across their surfaces. However, since the ray tree

    grows exponentially with the number of rays per intersection, these measures have a

    considerable impact on computation time.

    In its classic form, ray tracing is a view-dependent algorithm: only those points of the

    scene are investigated that influence the colors of the pixels in the final image (Fig.

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    11). Moving the viewpoint therefore entails a complete new simulation. Moreover,

    the result does not really represent the light distribution in the scene, but merely a

    limited number of light transfers between an equally limited number of points in the

    scene.

    Fig. 10 A typical image rendered with classical ray tracing: smoothly curvedsurfaces, sharp reflections, sharp shadows from a point light source, etc.

    Fig. 11 In ray tracing only those points are investigated that are important forthe rendered image.

    The main counterpart of ray tracing is generally called radiosity and was first

    introduced during the mid 1980s [8][13]. This technique adopts a finite-element

    approach to overcome the difficulties in solving the rendering equation. By

    subdividing the scene into a limited number of patches and nodes, and by specifying

    that all light exchange needs to happen between those nodes, the number of possible

    light fluxes will also be limited (Fig. 12). The rendering equation is now computed

    for n nodes instead of an infinite number of points, and for each node only the n-1

    directions of the other nodes are investigated instead of an infinite number of

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    directions. The result of this simplification is a system ofn equations expressing the

    luminance in each node as a linear combination of the luminance values in the other

    nodes. If we can solve the system, the luminance of any point in the scene can be

    approximated by interpolation between its surrounding nodes. The nn coefficientsof the system of equations are called form factors. Each form factor describes the

    light transfer between a pair of nodes: it is proportional to the fraction of light

    transported from one node to the other.

    Fig. 12 The number of light fluxes in a radiosity approach is limited.

    Radiosity introduces two major challenges: computing the form factors and solving

    the system of equations. Not only is it a difficult task to compute a single form factor,

    an average scene can easily contain several thousands of nodes, resulting in millions

    of form factors. In addition, it would take exceptional computing times to solve a

    system of several thousands of equations. Generally these problems are overcome by

    a combination of measures:

    form factors are approximated in an efficient way, e.g. by means of ray casting;

    the number of form factors is reduced by grouping nodes in a hierarchical way; form factors are only computed on demand; the system is solved iteratively, e.g. by using Jacobi, Gauss-Seidel or Southwell

    iteration.

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    Fig. 13 A typical image rendered with classical radiosity: diffuse materials,soft shadows, large light sources (image by D. Marini, Universit degli Studi di

    Milano).

    In many ways radiosity is the opposite of ray tracing. It performs best with scenes

    that consist of ideally diffuse opaque surfaces and large diffuse light sources; in its

    classical form it is view-independent, and it is an efficient way of estimating the light

    distribution in a scene. Both techniques have their pros and cons, which often seem

    complementary (Table 3).

    Ray tracing Radiosity

    View-dependent View-independent

    Handles specular behavior best Handles diffuse behavior best

    Handles any geometry Performs best with facetted shapes

    Can handle transparency Performs best with opaque surfaces

    Does not compute the overall light distribution in the scene Does compute the overall light distribution in the scene

    Has difficulties with indirect lighting Indirect lighting is treated correctly

    Table 3 Comparison between classical ray tracing and classical radiosity.

    Not surprisingly many of the best lighting simulation programs use hybrid algorithms,

    combining both a radiosity and a ray-tracing step.

    For any digital simulation to be appropriate for daylighting, it needs to be able to aptlysimulate the sky, which is a vast light source of non-uniform luminance. Different

    algorithms will employ different sky models:

    the sky as a large hemisphere with a superimposed luminance distribution: thisapproach may perform well if sky luminance can be expressed mathematically. Aray tracer will then sample the hemisphere at a great number of random points,

    each with the appropriate luminance. For more accuracy the hemisphere can be

    virtual, as if of infinite size. Luminance is now determined based on the sample

    rays altitude and azimuth;

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    the sky as a collection of light sources: this approach may be chosen when skyluminance is known at a collection of azimuth / altitude pairs. Ray tracers may

    prefer point light sources, whereas radiosity programs may think of the light

    sources as disks of constant luminance. Again, for more accuracy these light

    sources should be treated as if at an infinite distance from the scene.

    An additional difficulty arises when we want to assess annual daylight availability.

    The number of individual daylighting conditions for a single assessment can range

    from several thousands to several hundreds of thousands, depending on the chosen

    time step. For Brussels, a time step of one hour will result in about 4 700 instances.

    A time step of one minute4

    raises that number to 280 000! Considering that a single

    simulation of reasonable accuracy can easily require a few minutes of computation

    time, it is obvious that it is unrealistic to run a full simulation for each individual

    daylighting condition. This would require two weeks for a time step of one hour, and

    two years for a time step of one minute.

    Different approaches have been examined:

    the daylight-factor method: a single luminance distribution is assumed for all timesteps, usually the CIE Standard Overcast Sky. The scene needs to be simulated

    only once, after which the result can be scaled for each time step using the open-field diffuse horizontal illuminance. This is comparable to the approach suggested

    for simplified methods and delivers the quickest result. The great disadvantage is

    that all directionality of the skys luminance distribution is lost. Since the CIE

    Standard Overcast Sky represents a distribution in which the highest luminance

    values are concentrated in the area of the zenith, which does not apply to partly

    cloudy or clear skies, this method will underestimate the daylight availability for

    side-lit room and overestimate the daylight availability for top-lit rooms;

    interpolation between extremes [20]: the scene is simulated once for an overcast-sky luminance distribution, and once for a clear-sky distribution. For each time

    step the result is then obtained by interpolating between these two. The weight

    factor can be based on the cloud ratio or the effective sunshine probability. This

    approach is also very efficient, but still neglects the azimuthal dependence of

    luminance distributions. Moreover, an interpolation between two extreme

    conditions is not necessarily a good representation of an intermediate condition.

    interpolation between extremes with monthly sun positions [5]: to include theazimuthal dependence, the previous approach can be extended to include a

    circumsolar region. Typically a clear sky with sun is simulated for each hour of

    the 15th

    of every month, resulting in 150 additional simulations. This still leaves

    the problem of intermediate skies unsolved.

    classified weather data: Herkel and Pasquay have tried to group time steps into aset of some 450 categories of similar sun position, direct and diffuse illuminance

    [9]. This solution performs reasonably well, but results in a stepped cumulative

    daylight distribution. daylight coefficients: instead of simulating the entire sky, the sky vault is thoughtof as consisting of a set of discrete elements of constant luminance. The

    contribution of each element to the indoor light distribution is simulated to

    produce the daylight coefficients. For each time step the indoor light distribution

    4It has been argued that such short time steps are necessary to accurately model the behavior of

    lighting control systems [17].

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    can then be obtained as a linear combination of the daylight coefficients, using the

    sky elements luminance values as coefficients. Typically a set of 145 sky

    elements is used. This approach strikes a good balance between accuracy and

    computation time.

    4.3 Examples of simulation software

    By far the most well-known and popular package is Radiance [18]. Development

    began during the 1980s as a study of how rendering techniques such as ray tracing

    could be applied to lighting simulation. Previously the aim had merely been to

    produce good-looking images without much care for the physical correctness. Over

    the years Radiance has evolved into a set of some 50 different programs, constituting

    one of the most powerful and most accurate simulation suites currently available. It

    has often been used as the backbone of other simulation programs.

    The core algorithm behind Radiance is ray tracing. However, to account for the

    contribution of diffuse indirect light, a mesh of nodes is introduced into the scene in

    which irradiance is cached. These are used for indirect light source sampling.

    The program has seemingly endless possibilities. The user can define complex shapesand material behavior, add luminance patterns, define sky luminance distributions,

    etc. In addition, its accuracy has been extensively validated and documented [12].

    In its original form, which can be obtained free of charge, the program has no

    graphical user interface, which makes it rather daunting for beginners. However, a

    recent AutoCAD interface, called Desktop Radiance, makes it far more user friendly.

    Many experts will prefer to produce initial scene descriptions with Desktop Radiance

    and then manually adapt the resulting files and use the command-line version for

    meticulous manipulation.

    Like Radiance, SuperLite was also developed at LBL. This program uses radiosity

    for the reflected component in combination with Monte-Carlo techniques for the

    direct component. Its modeling and visualization capabilities are rather limited, but itcan be useful for early design stages.

    Genelux uses a variant of forward ray tracing, which its developers call photons

    generation. Particularly interesting is that it is a web-based tool. Users can upload

    their models onto a server and order the simulations of their choice. Results can be

    downloaded after completion.

    One of the programs that were derived from Radiance is ADELINE. It was first

    released in 1994 and combines Radiance and SuperLite to produce illuminance levels,

    daylight factors, comfort levels and photo-realistic images. In addition, it delivers

    lighting data that can be used for thermal simulation. It has a graphical user interface

    and a built-in geometrical modeler, but ease-of-use could be improved considerably.

    For predictions on an annual basis it interpolates between three luminancedistributions for every hour of the 15

    thof every month, i.e. an overcast sky, a clear sky

    without sun and a clear sky with sun.

    Lumen Micro, which for some years was the American industry standard for

    electrical lighting, was enhanced with a daylighting module by the late 1980s. It uses

    radiosity to produce numerical results fairly quickly but takes slightly more time to

    produce rendered images. Its modeling capabilities may prove too limited for

    advanced simulations.

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    LightScape also uses radiosity, but offers an additional ray-tracing step to add

    specular effects. It can produce illuminance and luminance values for any point or

    surface in the scene, as well as highly realistic images. The software has recently

    been purchased by AutoDesk and has been incorporated in Autodesk VIZ 4.

    In recent years more attention has gone to the accurate and efficient estimation of

    annual daylight availability. Interesting in this respect is Passport-Light, developed

    in the framework of the EC project Daylight Europe. It uses backward ray tracing

    to compute daylight coefficients and can be used as a pre-processing step for time-

    step prediction. A similar effort was made by the developers of DAYSIM. This

    adapted version of Radiance produces daylight coefficients in a parallel manner.

    References

    [1] Ander, G.D., Milne, M. and Schiler, M., Fenestration Design Tool: AMicrocomputer Program for Designers, in: Proceedings of the 2

    ndInternational

    Daylighting Conference, Long Beach, CA, 187-193 (1986).

    [2] Baker, N., Fanchiotti, A. and Steemers, K. (eds.), Daylighting in Architecture

    A European Reference Book, James & James, London (1993).

    [3] BRE,Digest 309 Estimating daylight in buildings: Part 1, Building ResearchEstablishment, Garston (1986).

    [4] BRE,Digest 310 Estimating daylight in buildings: Part 2, Building ResearchEstablishment, Garston (1986).

    [5] Erhorn, H., de Boer, J. and Dirksmller, M., ADELINE An IntegratedApproach to Lighting Simulation, in: Proceedings of Daylighting 98, Ottawa,

    Natural Resources Canada, 21-28 (1998).

    [6] Foley, J., van Dam, A., Feiner, S. and Hughes, J., Computer Graphics:Principles and Practice, Addison-Wesley, Reading (1990).

    [7] Glassner, A.S., Principles of Digital Image Synthesis, Morgan Kaufmann, SanFrancisco (1995).

    [8] Goral, C.M., Torrance, K.E., Greenberg, D.P. and Battaile, B., Modeling theInteraction of Light between Diffuse Surfaces, in: Computer Graphics18(3),

    213-222 (1984).

    [9] Herkel, S. and Pasquay, T., Dynamic link of light and thermal simulation: onthe way to integrated planning tools, in: Proceedings of the 5th International

    IBPSA Conference, Prague, IBPSA, 307-312 (1997).

    [10] Hopkinson, R.G., Architectural Physics Lighting, Her Majestys StationeryOffice, London (1963).

    [11] Kajiya, J.T., The Rendering Equation, in: Computer Graphics20(4), 143-150(1986).

    [12] Mardaljevic, J., Validation of a lighting simulation program under real skyconditions, in:Lighting Research & Technology27(4), 181-188 (1995).

    [13] Nishita, T. and Nakamae, E., Continuous-Tone Representation of Three-Dimensional Objects Taking Account of Shadows and Interreflection, in:

    Computer Graphics19(3), 23-30 (1985).

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    [14] Paule, B., Bodart, M., Citherlet, S. and Scartezzini, J.-L., Leso-DIALDaylighting Design Software, in: Proceedings of Daylighting 98, Ottawa,

    Natural Resources Canada, 29-36 (1998).

    [15] Schouwenaars, S. and Wouters, P., One-lamp artificial sky and solar simulatorfor daylight measurements on scale models, in: Proceedings of International

    Building Physics Conference, Eindhoven, FAGO, TU/e, 283-290 (2000).

    [16] van Santen, C. and Hansen, A.J., Licht in de architectuur, J.H.De Bussy,Amsterdam (1985).

    [17] Walkenhorst, O., Luther, J., Reinhart, C. and Timmer, J., Dynamic annualdaylight simulations based on one-hour and one-minute means of irradiance

    data, in: Solar Energy72(5), 385-395 (2002).

    [18] Ward Larson, G. and Shakespeare, R.,Rendering with Radiance The Art andScience of Lighting Visualization, Morgan Kaufmann, San Francisco (1998).

    [19] Whitted, T., An Improved Illumination Model for Shaded Display, in:Communications ACM23(6), 343-349 (1980).

    [20] Winkelmann, F. and Selkowitz, S., Daylighting simulation in DOE-2: theory,validation and applications, in: Proceedings of the Building Energy

    Conference, Seattle, WA, 326-336 (1985).