selling your lighting design & how you could do it betterstatic-assets.bloomunit.com/bu_selling...
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Selling your lighting design
& how you could do it better
DAYTIME
NIGHT
The QuestionWhy does lighting design only
begin when other design work is finishing?
Have you ever wondered why specialist lighting design input is largely left to the building services documentation phase, long after the concept and design development phases? Which when you think about it, is quite bizarre, especially with the obvious implication that if there is no lighting present, then this design effort is all rather pointless.
During the critical concept and design development phases, there are a lot of discussions amongst the numerous project stakeholders with many critical decisions that need to be made. And not only is it essential to have timely design development communication, but it is also important that all stakeholders have a consistent understanding of the detail being shared and the range of ambient conditions that are likely to be encountered.
Without dependable context imagery, it’s a bit like being asked if you are going to like a song, when all you have is a copy of the lyrics. Building exterior detail will not only look very different from day to night conditions, but changeable sky conditions can also dramatically impact the appearance, especially during the dusk or dawn transition periods, where the surrounding lighting conditions can vividly transform the scene.
With interior design there is also the important connected requirement to minimise the energy footprint, which inevitably leads to a growing need to explore unconventional and potentially costly methods in combining
natural and artificial lighting systems. For the natural lighting component, there must be an accurate and efficient method in evaluating the relative merits of a range of skylight and glazing system options. For the artificial lighting component, a large matrix of source types, mounting locations, control systems, photometric distributions and luminaire aiming strategies must also be explored and developed.
The lighting system, from the all-important visual perspective, is clearly the glue that brings together the elements of aesthetics, energy management, design features, finish selection, space management, workflows and occupant comfort. The critical coherence of all these design and functional elements must be carefully assessed by all the relevant project stakeholders, before the largely irreversible step of committing this detail into the building contracts documentation, and clearly it should not be the other way around.
So why is the lighting design and lighting supply community largely left out of these early critical phases?
the answer is because the currently available lighting
design and simulation tools don’t even get close
to fulfilling this requirement. Instead these current
design tools are largely limited to providing arrays of
point-by-point lighting grid values or isolux diagrams
and occasionally low quality, low detail visualisation
that excludes any natural lighting contribution.
These data sets play a very small role in the wider
decision making process, where their value is largely
limited to a small section of the project building
services team.
So, for the lighting community, any other contribution
is limited to sharing product data sheets, images
of other installations, feature lists and, of course,
more competitive pricing, which, all too often, is
predominantly assessed by a spreadsheet put
together either by the installing contractor and/or
their supply wholesaler or the quantity surveyor.
The AnswerThe lighting sector simply
doesn’t have the right tools to join in the conversation
The particular product version we will be describing
here and also the application used to produce all the
images shown in this article is called Bloom Unit, which
is a plug-in application for SketchUp. Similar product
versions will also soon be available for both Revit and
ARCHICAD.
The critical element missing from current lighting
toolsets is the ability to rapidly produce physically
accurate and photographic quality imagery. This
imagery must be of a standard where all the project
stakeholders will readily accept the visual and
photometric accuracy of the captured detail, which
in turn, creates a vital common grasp of the potential
design outcomes, leading to a common understanding
of the proposed solution detail, leading to better and
more informed decisions.
But now there is a powerful new capability that has
emerged from the massive investment and technology
developments over the last couple of decades in the
3D visualisation, gaming, entertainment, CAD/CAM and
cloud processing sectors, where physically accurate
imagery of complex scenes can now be generated
in seconds or minutes, using only a standard laptop
or notebook computer with any standard mobile or
wireless internet connection.
The underlying technology behind this breakthrough
capability is derived from a software product platform
called RealityServer from migenius, which also
utilises a unique and powerful rendering engine called
Iray, developed by NVIDIA.
Cloud technologychanges everything
tiles, any type of gloss finish, translucent materials and many others.
As you can see from the inserted images throughout this article, there is clearly a completely new standard in communicating not only the materials and lighting system capabilities, but also precisely how all the separate design elements comes together as this detail is transferred from drawings to reality. Every one of these images has been entirely produced with our standard Bloom Unit plug-in application for SketchUp, using no more than a regular Wi-Fi connected laptop computer and definitely without any post-processing or photo-editing being applied whatsoever.
Apart from the lack of any type of suitable material definition system, there are numerous other feature elements missing from the current lighting software toolsets. But, as examples of these differences, we will detail only 3 of the important missing features from all the current lighting software packages.
and colour values of the emitted light component. These calculations increase on a compounding basis as the huge number of surface/material segments throughout the scene continue to re-reflect light and colour values into the surrounding space. And at the core of this massive computation process is the separate light transport calculation within each and every material type on every segment in the scene, where each material definition can be made up of hundreds of separate programming parameters covering a huge range of properties, such as reflections, refraction, transparency, translucency and sub-surface scattering, to name only a few.
The problem for the lighting design community is that none of the currently available lighting simulation packages even remotely has the necessary material definition or light transport calculation systems needed to support the requirement for high quality and physically accurate imagery. This is further highlighted by the inability to plausibly represent the correct appearance (much less the proper reflected lighting contribution) of finishes such as aluminium, stainless steel, ceramic
Whenever we physically view a scene, we cannot see the light itself, only the luminance values of the surfaces in the scene that reflects this light. So the light sources actually only play a small role in this calculation process, where after the emitted light values from the installed luminaires strikes the first set of surfaces, these luminaires play no part further part in the very considerable calculation process that follows.
Following this initial cast of illumination, the lighting calculation then becomes mind-numbingly complicated. For physically accurate and photo-real imagery, material definitions are comprised of complex algorithm sets, where the light transport calculation for a surface segment, with a material applied, is far more intricate than the initial cast of luminaire source illumination. Not only is it necessary to calculate the precise angle, intensity and colour value of the incoming light component from the huge number of source elements throughout the scene, but we also need to precisely calculate the very wide range of directions, intensities
Bloom Unit provides the missing proof that the Stakeholders and
Design Teams need
The second missing feature is the ability to calculate diffuse
transmission. In the top image on the right, we have a common
example of sunlight being scattered as it passes through a
semi-transparent material, which simply cannot be calculated
by any of the current lighting simulation packages.
When the light emitted from any light source passes through
any type of diffuse material, the current light transport
algorithms are incapable of simulating the scattering of
the transmitted light value as it passes through this type of
material. Therefore, as seen in our example here, the result
will always be bands of direct illumination throughout the
scene, significantly altering the vital reflected light component
calculation necessary for accurate visual and photometric
analysis.
The work around for these situations is to replace these
diffuse material sections with fictional and inaccurate area light
sources, with standard cosine lighting distribution and oriented
into the room.
Diffuse Transmission
Specular ReflectionThe first missing feature is the ability to calculate specular
reflection. In the image set to the left, we have a mirror surface
section placed on the floor in front of a standard window with
direct sunlight streaming onto this floor area. The left hand
image set has been produced by Bloom Unit’s rendering
system and, as you would expect, the light is properly reflected
off the mirror and onto the wall, as correctly calculated by
Bloom Unit’s light transport system. But this significant visual
and lighting source element is entirely missing from the right
hand image set, as would be the case using current lighting
calculation systems, and this same limitation would also apply
to the light transport calculation of every other reflective
surface throughout your scene.
There is no work around for this missing item, unless you
go to the considerable trouble of placing an arrangement
of invisible and entirely fake light sources specifically for
illuminating that part of the wall. And not only would this
need to be reconfigured every time the sun position moves,
but any energy/lighting calculation would also be seriously
compromised.
And it should also be added, whenever you see reflective or
polished surfaces in any visualisation produced by current
toolsets, this is simply a reflective overlay applied to that part
of the image, as a post process function, and does not impact
on the resulting measured lighting values, in any way.
The third missing feature is daylight contribution which is
removed from almost all of the current lighting software
packages. In any of the very few remaining packages, only
limited sun/sky calculations are possible, and they are
certainly not able to capture the changes in early morning or
late afternoon sky distribution and colour, as can be seen in the
image below.
Daylight Contribution
What’s so special about Bloom Unit?
A key feature of the Bloom Unit application platform is that all the rendering processing is carried out in real-time, using very powerful multi-GPU (Graphics Processing Unit) remote cloud servers.
This feature provides many benefits, including:
• Runs on any connected laptop or tablet capable of running SketchUp
– no need for any specialised local hardware.
• High speed interactive performance, not even possible with high spec local hardware systems.
• Work from anywhere with internet access, even in your client’s office.
• Run live collaboration sessions for any number of people who can see everything in your viewport.
• Seamless access to vast, high detail content libraries stored on the same cloud servers.
• No need for any local IT support.
Just one of the reasons why Bloom Unit provides extremely fast processing is that
our standard GPU cloud server configuration provides over 6,000 processing cores
for every user session, compared to the 2 or 4 local CPU cores typically available to
current lighting software applications. And unlike the limitation of the local CPU, the
processing capacity of the GPU cloud servers can be readily expanded and we have
current clients with systems that utilise over 50,000 processing cores.
Massivecomputational power
MaterialDefinition Language
For material definitions, as discussed earlier, Bloom Unit fully utilises the industry
standard capabilities of MDL (Material Definition Language) developed by NVIDIA,
that uniquely allows for the efficient creation of a very wide range of complex material
types that will render both quickly and accurately in any combination of design layout
or lighting configuration, and without the need for any custom ‘tweaks’ of the finish or
render settings.
And there is a rapidly growing number of libraries of real world materials being
created using the MDL standard, mainly by product manufacturers who need to
support their rapidly expanding end user on-line requirements, which will lead to free
and easy access to massive collections of real world MDL compliant materials and
finishes for your projects.
In-built library of photorealistic Objects, Materials & Luminaires
For populating your scenes with furniture, fixture and material elements, Bloom Unit
comes with an in-built library of over 2,000 objects, 300 MDL material definitions and
a library of around 200 real-world luminaires.
Even more Objectsavailable from other sources
A much larger number of objects are also available from SketchUp’s proprietary,
on-line ‘3D Warehouse’ library system, where you can browse for the objects you are
after and have them inserted directly into your open SketchUp model. But another
source are the massive number of additional objects available from 3D Content
providers such as Evermotion, TurboSquid, FormFonts, Floorplanner, Laubwerk,
BIMobject and Arch-LOG, many of whom are actively working with real world
manufacturers to build huge, precision libraries of their product catalogues.
Create your ownMaterials, quickly & easily
In Bloom Unit’s Material Management module, there is also a very capable MDL
custom material system for rapid creation of any material definitions not already
available from either your material library or other local sources.
Create your ownLuminaires, quickly & easily
For additional Luminaires and lanterns for your scenes, Bloom Unit’s Luminaire
Manager Module provides you with a straightforward way to setup custom luminaires
rapidly with your selected IES photometric file and lamp lumen output. You can also
quickly set the lighting source area shape and dimensions and, uniquely, set the
colour temperature of your chosen lamp source, as shown in the image set below.
HDRi Sky Domes for realistic backgrounds & illumination
Bloom Unit also allows you to insert physically accurate HDRi (High Dynamic Range
Image) sky domes that not only provide a high quality photographic background
surrounding your project site, but also use the in-built pixel luminance values stored
in this type of imagery to light your scene accurately based on the displayed sky
conditions.
False Colour Displayfor lighting analysis
Bloom Unit includes the ability, at any time, to turn your viewport into a live luminance
or illuminance false colour display that is instantly and continuously updated as you
move the camera around your scene.
Another big advantage of the Bloom Unit system is its capability of handling very large
scenes. Current lighting software packages are limited to model sizes of about 50,000 poly-
gons, but Bloom Unit can routinely work with scenes comprising 5,000,000 polygons or more,
and the following images show some spectacular examples:
Here are a pair of images showing 2,400 excavators illuminated by 810 Sylvaglow 400W Metal Halide Highbays mounted at 8 metres.
This pair of images show 121 Laubwerk 3D Sycamore Maple Trees (middle aged, summer), lit by a HDRi Skydome.
A night aerial view of the 125,883 individual street lanterns maintained by the Los Angeles County Department of Public Works
covering an area of 93 miles (150km) x 93 miles (150km).
New ability tohandle massive scenes
With this next generation of high speed, cloud based lighting and
visualisation tools, the goalposts have now been radically moved in favour of
the lighting design community.
To see how you can access massive computing power to communicate lighting concepts and designs simply, accurately
and in real-time, please visit our website at
www.bloomunit.com or contact us at [email protected]
www.bloomunit.com