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From: Manuel
Subject: Radiometry, photometry, candela, lux, etc...
Date: 13 May 2003 18:51:15
Message: <3ec176e3$1@news.povray.org>
Hi, I'm a newbie, and my english is very poor.
Sorry...

Exist a method (or macro, or tutorial, etc...)
to use Povray  for a "technic" simulation of artificial light?
I mean the simulation with the radiometry (or photometric) value of
a lamp (power, light intensity, or Photometric Solid, etc...).

Thanks,

             Manuel


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From: Peter Popov
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 14 May 2003 01:55:07
Message: <hdm3cv04q470368qmoub0ubg36jphttrhc@4ax.com>
On Wed, 14 May 2003 00:57:06 +0200, "Manuel" <mba### [at] tiscalinetit>
wrote:

>Exist a method (or macro, or tutorial, etc...)
>to use Povray  for a "technic" simulation of artificial light?
>I mean the simulation with the radiometry (or photometric) value of
>a lamp (power, light intensity, or Photometric Solid, etc...).

Try Jaime's realistic light simulation macros (lightsys3)at
http://www.ignorancia.org/t_lightsys.php

Hope it helps.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: fff
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 14 May 2003 05:12:30
Message: <3ec2087e$1@news.povray.org>
> Hope it helps.

Great!!
Thanks!!!!


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From: Matti Karnaattu
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 14 May 2003 09:50:05
Message: <web.3ec248f5a14066c9bef0bd7d0@news.povray.org>
>I mean the simulation with the radiometry (or photometric) value of
>a lamp (power, light intensity, or Photometric Solid, etc...).


Best way to use POV-Ray light simulation is to multiply light source color
with real light luminance (cm/m^2). Then set fade_distance using following
formula:

  sqrt(pi * A) / pi

Real world fade_power is 2. Because POV-Ray doesn't have dynamic range
compression, this isn't enough. I recommend you to define two adjusting
variables "Gamma" and "Max_Luminance" to make dynamic range compression.
Gamma is the gamma used to compress image dynamic range and Max_Luminance
is the luminance (cd/m^2) where pixel luminance at range 0..1 is "1".
Max_Luminance controls image brightness. When using these variables you can
calculate light source color multiplier using formula:

  pow(light_source_luminance / Max_Luminance, Gamma)

And global Fade_Power to *all* light sources by using formula:

  (ln(-exp(-ln(2) * Gamma) + 2) + ln(2) * Gamma) * 2 / ln(3)

To simulate photograph dynamic range compression I think that Gamma should
be ln(0.5)/ln(0.18) because gray card which reflects 18% of light looks
half bright.
Light source color luminance (without multiplier) must be one. Good starting
value for Max_Luminance is 50. Light source colours luminances without
multiplier must be one. Example for white light, light color is <1, 1, 1>.

Because you probably want to make other light sources than omnidircetional,
you need to simulate light distribution using spotlights. If light source
is flat, use spotlight radius -90 falloff 90 tightness 1 for cosine
falloff.

I don't recommend to use Jaime's lightsys because it doesn't use physically
accurate lightning. (Sorry Jaime).

Matti


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From: Jaime Vives Piqueres
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 14 May 2003 14:40:18
Message: <20030514204026.556cf8b0.jaimevives@ignorancia.org>
On Wed, 14 May 2003 09:47:33 EDT
"Matti Karnaattu" <nomail@nomail> wrote:

> I don't recommend to use Jaime's lightsys because it doesn't use
> physically accurate lightning. (Sorry Jaime).

  Of course! Lightsys doesn't simulates lightning... :)

-- 
Jaime Vives Piqueres
		
La Persistencia de la Ignorancia
http://www.ignorancia.org


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From: fff
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 15 May 2003 16:05:26
Message: <3ec3f306@news.povray.org>
Thanks again.
And (excuse my ignorance) about the radiosity?
I must include it for a good simulation?

Ehm...have you a sample scene that I can study?
I'm new to pov 3.5, and I only know roughly the old version...

thx,

          Manuel



"Matti Karnaattu" <nomail@nomail> ha scritto nel messaggio
news:web.3ec248f5a14066c9bef0bd7d0@news.povray.org...
> >I mean the simulation with the radiometry (or photometric) value of
> >a lamp (power, light intensity, or Photometric Solid, etc...).
>
>
> Best way to use POV-Ray light simulation is to multiply light source color
> with real light luminance (cm/m^2). Then set fade_distance using following
> formula:
>
>   sqrt(pi * A) / pi
>
> Real world fade_power is 2. Because POV-Ray doesn't have dynamic range
> compression, this isn't enough. I recommend you to define two adjusting
> variables "Gamma" and "Max_Luminance" to make dynamic range compression.
> Gamma is the gamma used to compress image dynamic range and Max_Luminance
> is the luminance (cd/m^2) where pixel luminance at range 0..1 is "1".
> Max_Luminance controls image brightness. When using these variables you
can
> calculate light source color multiplier using formula:
>
>   pow(light_source_luminance / Max_Luminance, Gamma)
>
> And global Fade_Power to *all* light sources by using formula:
>
>   (ln(-exp(-ln(2) * Gamma) + 2) + ln(2) * Gamma) * 2 / ln(3)
>
> To simulate photograph dynamic range compression I think that Gamma should
> be ln(0.5)/ln(0.18) because gray card which reflects 18% of light looks
> half bright.
> Light source color luminance (without multiplier) must be one. Good
starting
> value for Max_Luminance is 50. Light source colours luminances without
> multiplier must be one. Example for white light, light color is <1, 1, 1>.
>
> Because you probably want to make other light sources than
omnidircetional,
> you need to simulate light distribution using spotlights. If light source
> is flat, use spotlight radius -90 falloff 90 tightness 1 for cosine
> falloff.
>
> I don't recommend to use Jaime's lightsys because it doesn't use
physically
> accurate lightning. (Sorry Jaime).
>
> Matti
>


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From: Matti Karnaattu
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 20 May 2003 12:55:03
Message: <web.3eca5cc0a14066c984d065310@news.povray.org>
>And (excuse my ignorance) about the radiosity?
>I must include it for a good simulation?

Absolutely. Use it with #default { finish { ambient 0 } }

>Ehm...have you a sample scene that I can study?

I use these newsgroups from netcafe now, but I can put scene to net some
day.

Matti


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From: Manuel
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 21 May 2003 18:39:57
Message: <3ecc003d$1@news.povray.org>
> >Ehm...have you a sample scene that I can study?
>
> I use these newsgroups from netcafe now, but I can put scene to net some
> day.

Thx,

   I'm waiting...  :-)


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From: Manuel
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 22 May 2003 17:03:30
Message: <3ecd3b22@news.povray.org>
>   sqrt(pi * A) / pi

A is the emitter area, right?
Can you tell me about the origin of this formula?


> To simulate photograph dynamic range compression I think that Gamma should
> be ln(0.5)/ln(0.18) because gray card which reflects 18% of light looks
> half bright.

Ehmm... can you explain more about this?

thx, sorry for boring questions.

         Manuel


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From: Matti Karnaattu
Subject: Re: Radiometry, photometry, candela, lux, etc...
Date: 24 May 2003 11:10:02
Message: <web.3ecf8a69a14066c984d065310@news.povray.org>
>>   sqrt(pi * A) / pi

>A is the emitter area, right?

Correct.

>Can you tell me about the origin of this formula?

I solve it myself and it is based on basic geometry formulas. I also create
Cornell box scene to test it. Instrutions to Cornell Box scene are here:

  http://www.graphics.cornell.edu/online/box/data.html

It works. I can't explain better because my notes and files are home and I
have to use net from cafe until I get own Internet connection.

>> To simulate photograph dynamic range compression I think that Gamma should
>> be ln(0.5)/ln(0.18) because gray card which reflects 18% of light looks
>> half bright.

>Ehmm... can you explain more about this?

Photographers use gray surface which reflects 18% light back to make
adjustments because it looks half bright.

  0.18^x = 0.5

  x = ln(0.5)/ln(0.18)

I'm not sure about this gamma. I'm still looking more information about
simulating camera and human eye dynamic range.

Matti


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