[Radiance-general] Simulating light pipe performance
Lars O. Grobe
grobe at gmx.net
Sun Jul 24 00:28:16 PDT 2011
Hi Jia!
I have some unfinished work on this lying around for almost one year
now, and this topic arises again and again on this mailing list. It is
true that the standard backwards-raytracing approach of Radiance is not
suitable for such systems. There are several ways to simulate these if
you are aware of what is happening, and, more important even, what kind
of results you need.
In general, if you do not need high angular resolution, the tools
developed for patch-based sky models are working, and you can even
calculate the BDSF now using the Radiance-toolchain as long as you are
more interested in the integrated transmission then in high angular
resolution. So - if you need to know how many hours a year you can reach
a certain illuminance on a work plane, that should work. If you want to
perform glare studies, I would question such results.
For high angular resolution, switching from backwards to forward
raytracing is more efficient, and here the photon map extension is what
we have available right now. Unfortunately, the development status is
not really clear, and at least the latest available versions had some
bugs that can heavily influence results depending on sky conditions /
models.
One entirely different approach is to use some optical modeling tool to
get the transmission distribution or, even easier, to get luminaire
distributions for certain times of day / dates / weather conditions.
And then, you are free to circumvent the whole ambient calculation and
try do keep everything in the direct calculation, which works fine with
such setups. So for calculating horizontal irradiance, you would place a
fisheye-type camera with a full hemisperical view on you point of
interest looking up and integrate the radiance - as long as you
reflector is completely specular w/o roughness.
Cheers, Lars.
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