1,570 research outputs found

    Setting intelligent city tiling strategies for urban shading simulations

    Get PDF
    Assessing accurately the solar potential of all building surfaces in cities, including shading and multiple reflections between buildings, is essential for urban energy modelling. However, since the number of surface interactions and radiation exchanges increase exponentially with the scale of the district, innovative computational strategies are needed, some of which will be introduced in the present work. They should hold the best compromise between result accuracy and computational efficiency, i.e. computational time and memory requirements. In this study, different approaches that may be used for the computation of urban solar irradiance in large areas are presented. Two concrete urban case studies of different densities have been used to compare and evaluate three different methods: the Perez Sky model, the Simplified Radiosity Algorithm and a new scene tiling method implemented in our urban simulation platform SimStadt, used for feasible estimations on a large scale. To quantify the influence of shading, the new concept of Urban Shading Ratio has been introduced and used for this evaluation process. In high density urban areas, this index may reach 60% for facades and 25% for roofs. Tiles of 500 m width and 200 m overlap are a minimum requirement in this case to compute solar irradiance with an acceptable accuracy. In medium density areas, tiles of 300 m width and 100 m overlap meet perfectly the accuracy requirements. In addition, the solar potential for various solar energy thresholds as well as the monthly variation of the Urban Shading Ratio have been quantified for both case studies, distinguishing between roofs and facades of different orientations

    A Monte Carlo method for accelerating the computation of animated radiosity sequences

    Get PDF
    Realistic rendering animation is known to be an expensive processing task when physically-based global illumination methods are used in order to improve illumination details. This paper presents an acceleration technique to compute animations in radiosity environments. The technique is based on an interpolated approach that exploits temporal coherence in radiosity. A fast global Monte Carlo pre-processing step is introduced to the whole computation of the animated sequence to select important frames. These are fully computed and used as a base for the interpolation of all the sequence. The approach is completely view-independent. Once the illumination is computed, it can be visualized by any animated camera. Results present significant high speed-ups showing that the technique could be an interesting alternative to deterministic methods for computing non-interactive radiosity animations for moderately complex scenario

    A New Mathematical Development for Radiosity Animation with Galerkin

    Get PDF
    International audienceCombining animation and global illumination constitutes, at present, a true challenge in computer graphics, especially when light sources move in a complex scene because the entire illumination has to be recomputed. This paper introduces a new algorithm, based on the Galerkin method, which can efficiently manage any moving surface -even light source- to compute animation sequences. For each new frame of a sequence, we take into account the continuous property of the moves to determine the necessary energy differences between the previous global illumination solution and the new one. Based on a mathematical development of the form factor, this new approach leads to an efficient and simple algorithm, similar to the classical progressive refinement algorithm, and which computes animated sequence about three times faster

    Human-centric light sensing and estimation from RGBD images: The invisible light switch

    Get PDF
    Lighting design in indoor environments is of primary importance for at least two reasons: 1) people should perceive an adequate light; 2) an effective lighting design means consistent energy saving. We present the Invisible Light Switch (ILS) to address both aspects. ILS dynamically adjusts the room illumination level to save energy while maintaining constant the light level perception of the users. So the energy saving is invisible to them. Our proposed ILS leverages a radiosity model to estimate the light level which is perceived by a person within an indoor environment, taking into account the person position and her/his viewing frustum (head pose). ILS may therefore dim those luminaires, which are not seen by the user, resulting in an effective energy saving, especially in large open offices (where light may otherwise be ON everywhere for a single person). To quantify the system performance, we have collected a new dataset where people wear luxmeter devices while working in office rooms. The luxmeters measure the amount of light (in Lux) reaching the people gaze, which we consider a proxy to their illumination level perception. Our initial results are promising: in a room with 8 LED luminaires, the energy consumption in a day may be reduced from 18585 to 6206 watts with ILS (currently needing 1560 watts for operations). While doing so, the drop in perceived lighting decreases by just 200 lux, a value considered negligible when the original illumination level is above 1200 lux, as is normally the case in offices

    Cognitive transfer of spatial awareness states from immersive virtual environments to reality.

    Get PDF
    An individual's prior experience will influence how new visual information in a scene is perceived and remembered. Accuracy of memory performance per se is an imperfect reflection of the cognitive activity (awareness states) that underlies performance in memory tasks. The aim of this research is to investigate the effect of varied visual fidelity of training environments on the transfer of training to the real-world after exposure to immersive simulations representing a real-world scene. A between groups experiment was carried out to explore the effect of rendering quality on measurements of location-based recognition memory for objects and associated states of awareness. The immersive simulation, consisted of one room that was either rendered flat-shaded or using radiosity rendering. The simulation was displayed on a stereo head-tracked Head Mounted Display. Post exposure to the synthetic simulation, participants completed a memory recognition task conducted in a real-world scene by physically arranging objects in their physical form in a real world room. Participants also reported one of four states of awareness following object recognition. They were given several options of awareness states that reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection and related guesses. The scene incorporated objects that 'fitted' into the specific context of the real-world scene, referred to as consistent objects, and objects which were not related to the specific context of the real-world scene, referred to as inconsistent objects. A follow-up study was conducted a week after the initial test. Interestingly, results revealed a higher proportion of correct object recognition associated with mental imagery when participants were exposed to low fidelity flat-shaded training scenes rather than the radiosity rendered ones. Memory psychology indicates that awareness states based on visual imagery require stronger attentional processing in the first instance than those based on familiarity. A tentative claim would therefore be that those immersive environments that are distinctive because of their variation from 'real', such as flat-shaded environments, recruit stronger attentional resources. This additional attentional processing may bring about a change in participants' subjective experiences of 'remembering' when they later transfer the training from that environment into a real-world situation

    Implementation and Analysis of an Image-Based Global Illumination Framework for Animated Environments

    Get PDF
    We describe a new framework for efficiently computing and storing global illumination effects for complex, animated environments. The new framework allows the rapid generation of sequences representing any arbitrary path in a view space within an environment in which both the viewer and objects move. The global illumination is stored as time sequences of range-images at base locations that span the view space. We present algorithms for determining locations for these base images, and the time steps required to adequately capture the effects of object motion. We also present algorithms for computing the global illumination in the base images that exploit spatial and temporal coherence by considering direct and indirect illumination separately. We discuss an initial implementation using the new framework. Results and analysis of our implementation demonstrate the effectiveness of the individual phases of the approach; we conclude with an application of the complete framework to a complex environment that includes object motion

    Human-centric light sensing and estimation from RGBD images: the invisible light switch

    Get PDF
    Lighting design in indoor environments is of primary importance for at least two reasons: 1) people should perceive an adequate light; 2) an effective lighting design means consistent energy saving. We present the Invisible Light Switch (ILS) to address both aspects. ILS dynamically adjusts the room illumination level to save energy while maintaining constant the light level perception of the users. So the energy saving is invisible to them. Our proposed ILS leverages a radiosity model to estimate the light level which is perceived by a person within an indoor environment, taking into account the person position and her/his viewing frustum (head pose). ILS may therefore dim those luminaires, which are not seen by the user, resulting in an effective energy saving, especially in large open offices (where light may otherwise be ON everywhere for a single person). To quantify the system performance, we have collected a new dataset where people wear luxmeter devices while working in office rooms. The luxmeters measure the amount of light (in Lux) reaching the people gaze, which we consider a proxy to their illumination level perception. Our initial results are promising: in a room with 8 LED luminaires, the energy consumption in a day may be reduced from 18585 to 6206 watts with ILS (currently needing 1560 watts for operations). While doing so, the drop in perceived lighting decreases by just 200 lux, a value considered negligible when the original illumination level is above 1200 lux, as is normally the case in offices

    Spatial Sound Rendering – A Survey

    Get PDF
    Simulating propagation of sound and audio rendering can improve the sense of realism and the immersion both in complex acoustic environments and dynamic virtual scenes. In studies of sound auralization, the focus has always been on room acoustics modeling, but most of the same methods are also applicable in the construction of virtual environments such as those developed to facilitate computer gaming, cognitive research, and simulated training scenarios. This paper is a review of state-of-the-art techniques that are based on acoustic principles that apply not only to real rooms but also in 3D virtual environments. The paper also highlights the need to expand the field of immersive sound in a web based browsing environment, because, despite the interest and many benefits, few developments seem to have taken place within this context. Moreover, the paper includes a list of the most effective algorithms used for modelling spatial sound propagation and reports their advantages and disadvantages. Finally, the paper emphasizes in the evaluation of these proposed works
    corecore