Light and Lightning
Light and Lightning
Group members :
2010_Shrawani Billade
2012_Deepti Chavan
2021_ Kimaya Firke
2028_Rishabh Jaiswal
2035_Yash Kumavat
2044_Prashant More
2045_Ananya Nigade
2055_ Yash Prabhale
2064_Rutuja Sastikar
5.1-Light Principle
5.1.1 - INTRODUCTION
The ultimate source of daylight is the sun, from which we receive also a large amount of thermal
radiation together with the light. When in bright sunshine the illumination is around 100 klux
(100000 lux), the intensity of thermal radiation is likely to be about 1 kW/m2. In
climates where the heat balance is negative, i.e. overheating is not likely, thermal considerations
will rarely restrict the amount of daylight to be admitted
In the tropics, however, the situation is not quite as simple. Here the admission of an abundant
quantity of daylight will be accompanied by radiant heat which is probably excessive. Thus the
'filter' function of the envelope will be even more important. We must attempt to exclude
radiant heat whilst admitting daylight. Where this cannot be done, thermal considerations will
restrict the amount of light which can be admitted.
This means that there must be a fundamental difference in approach to daylighting design
RADIATION SPECTRUM
5.1.2 -THE NATURE OF LIGHT
What we perceive as light, is a narrow wavelength band of electromagnetic radiation from about 380 to 780
nm (1 nanometre = 10 ^-9m) . This energy radiation shows dual characteristics: it consists of energy particles
– photons – but also shows transverse wave motion properties . The wavelength determines its colour . Light
containing all visible waves is perceived as white. The human eye's sensitivity varies with the wavelength, it is
greatest around 550 nm (yellow) as shown by Figure 87.
TYPES OF REFLECTION
Some Materials have practically the same reflectance for all wavelengths of light .These do not change the
wavelength composition of light after reflection .
Surfaces with such 'Neutral reflection ' properties will be seen in white light as :
White If r is above 0.75
Grey if r is between 0.05 and 0.07
grey If r is below 0.05
Other materials are selective in their reflectance. They may absorb certain wavelengths of the incident light,
thus the remainder reflected will show a colour effect. Colour pigments are such selective absorbers, their
colour being due to a subtractive process. In mixing coloured pigments the absorptions are additive and the
reflections will be subtractive, for example:
A mixture of all kinds of pigments will be black, as it will absorb all wavelengths. No mixture of pigments can
give white, as there will always be some absorption in certain wavelengths.
5.1.5 COLOURED LIGHT
Coloured lights from different sources can be mixed in which case the resultant
colour will be of a wavelength range which is the sum of the wavelength ranges of
components. It is an additive process. Colours which add up to form white light
are termed 'complementary colours', for example: red and green, or yellow and
blue.
Coloured light can also be produced by filters. These are materials with a high, but
selective transmittance. They may reflect or absorb most of the wavelengths,
transmitting only the specified narrow band. This is again a subtractive process.
5.1.6 MUNSELL SYSTEM
The most generally used classification of surface colours is the
Munsell system. It distinguishes three colour concepts.
1) hue- the concept of colour, using the common colour terms:
red ,yellow .green, blue and purple, but further subdividing
each into five subcategories.
2 )value- the subjects measure of reflectance, light or dark
appearance, according to a scale from 0 (absolute black) to 10
(absolute white).In practice values from 1 to 9 are
encountered.
3) chroma - the degree of colorfulness or intensity of colour,
distinguishing 14 classes. A low chroma would be almost grey;
the brightest colours have a chroma of 12 to 14.
5.1.7 Photometric quantities
The intensity of a light source (symbol:/) is measured in units of candela (cd). This is the basic assumed
and agreed unit in the Système International.
The flux (or flow) of light (symbol: F) is measured in lumens (Im). One lumen is the flow of light
emitted by a unit intensity (1 cd) point source, within a unit solid angle. As the sur face of a sphere
subtends at its centre 4π (= 12.56) units of solid angle, a 1 cd point source will emit a total of 12.56 Im in
all directions.
Illumination (symbol, E) is measured as the amount of flux falling on unit area, i.e. Im/m² which is the
lux, the unit of illumination in the Système International.
Luminance (symbol: L) is the measure of brightness of a surface. Units for its measurement can be
derived two ways:
1) If a light source of I cd intensity has a surface area of 1 m² (1 cd is distributed over 1 m-) its luminance
is I cd/m². This is the official SI unit.
2) If a completely reflecting and diffusing surface (r = 1.00) has an illumination of 1 lux, its illuminance is l
asb (qpostilb)
The two units measure the same quantity and are directly convertible .
5.1.8 Illumination
llumination from a point source reduces with the square of the distance.
A source of 'l' candela emits a total flux of 4πl lumens. At a distance (d) this flux will be distributed over a sphere of
radius d, i.e. a surface of 4rd². Thus the illumination at a distance d is :
This is known as the inverse square law and is applicable when the illuminated o plane is normal (perpendicular) to the
direction of light, that is when the angle of incidence, ß = 0°. When the plane is tilted, the same flux is distributed over
a larger area, thus the illumination is reduced. The reduction is proportionate to the cosine of the angle of incidence:
Illumination of a surface from several sources will be the simple sum of the component illuminations:
E= E1 + E2 +E3..
Illumination from a linear source of intinite length reduces in direct proportion to the distance (and not the square of
distance) and from an infinitely large luminous surface (e.g. the sky) the illumination does not vary with the distance
5.1.9 Scalar illumination
Lighting conditions are usually described, measured or specified in terms of illumination on a
given plane, most often the horizontal 'working plane' (taken at desk or bench height), but possibly
a vertical or inclined plane. In other words, we usually speak of 'planar illumination'.
This, however, does not describe all the luminous qualities of a space. Even if the illumination
on a horizontal plane is adequate, the vertical surfaces may remain dark, and if the visual task is
other than two-dimensional, qualities other than the planar illumination must be considered.
Scalar illumination (or mean spherical illumination) is the average illumination received on the
surface of a small sphere from all directions. It is denoted Es and measured in lux. It measures the
total quantity of light present regardless of its direction.
The illumination vector is a composite quantity having both magnitude and direction. Its
magnitude is the maximum difference in illumination between two diametrically opposed points on
the surface of a small sphere (denoted Δ Emax and measured in lux). Its direction is given by the
diameter connecting the two points between which its magnitude is measured. This direction is
defined in terms of two angles: one horizontal and one vertical (from a horizontal up).
The vector/scalar ratio is a measure of the directionality of light and a good indicator of its
modelling qualities.
when , we have a completely mono-directional light. In practice this value is always
less than 4. A value of 0 would indicate a perfectly diffuse omni-directional lighting.
5.1.10 Visual efficiency
The purpose of lighting is twofold:
a. practical - to facilitate the performance of a visual task and ensure visual comfort
b. artistic (for lack of a better term) - to create certain emotional effects
For practical purposes we need to measure visual efficiency, as this strongly depends on
lighting. It can be measured on its three facets:
1. visual acuity, or sharpness of vision, measured as the reciprocal of the visual angle ρ
(expressed in minutes) subtended at the eye by the least perceptible detail. For example, if
the
least perceptible detail subtends an angle of 2' the acuity will be
2. contrast sensitivity (CS), measured as the ratio of the least perceptible luminance
difference
(L2 -L1) to the lower of the two luminances:
3. visual performance, i.e. the time required for seeing, expressed possibly as the number of
characters perceived per second or on any comparative scale
All three facets, consequently visual efficiency itself, depend on the level of illumination, as
shown by the graphs.
5.1.11 Illumination: Quantity
The eye responds to a range of illumination levels extending over a
million orders of magnitude:
from 0.1 lux (full moonlit night) to 100000 lux (bright sunshine)
For practical situations and various activities (thus various visual tasks),
detailed illumination requirements are given in publications such as [71]
and [76].
The 139 following values (in lux) can provide some general guidance:
The eye will adjust itself to the average luminance of the visual field (adaptation). With large
contrasts this may lead to loss of seeing the less luminous areas (underexposure) and discomfort
caused by the bright areas (overexposure).
Glare may also be caused by a saturation effect, even without any contrast, when the average
luminance exceeds about 25000 cd/m2
(80000 asb).
The magnitude of glare can be indicated by the terms 'discomfort glare' (in a less severe case)
and 'disability glare' (in a severe situation).
5.1.13 Illumination: Quality
In lighting design the designer must ensure light which is both adequate and suitable for the
visual
task. Suitability in this context would mean the following qualities:
a. colour of light
b. colour rendering
c. light distribution (direct or diffuse; modelling)
d. freedom from glare
e. luminance distribution (consideration of surface qualities together with the lighting of these
surfaces)
The first two depend on the light source: subject to choice in electric lighting but given in
daylighting.
Distribution in electric lighting depends on the fittings and their position, in daylighting it
depends on windows and reflective surfaces.
In daylighting the problem of glare is normally handled in qualitative terms only, but in
electric
lighting design the glare index concept gives a quantitative evaluation method.
5.2 DAYLIGHTING
5.2.1. Source of light
Hot-dry desert climates are characterised by strong direct sunlight from cloudless skies. Direct sunlight is usually excluded from
buildings for thermal reasons. The sky is.typically of a deep blue colour and its luminance may be as low as 1 700 cd/m2 - not enough to
ensure adequate daylighting. This clear sky usually has the highest luminance near the horizon and the lowest luminance at right angles
to the sun. The bare, dry, sunlit ground and light coloured walls of other buildings will reflect much light which will be the main source
of indoor daylighting. It may, however, also be the source of glare, when these strongly lit light surfaces are within the visual field. Light
dust suspended in the air may create a haze and increase the apparent sky brightness up to 10000 cd/m2 , but the frequent heavy dust
and sandstorms can reduce it to below 850 cd/m2. In warm-humid climates the sky is typically overcast, with a luminance often
exceeding 7 000 cd/m2. The proportion of diffused or skylight is predominant and the very bright sky viewed from a
moderately lit room can cause discomfort glare. In composite climates wide variations occur in natural lighting, between overcast and
clear skyconditions.
5.2.3. the day light factor concept
Daylight factor is the ratio of illumination at certain point in indoor to the
simultaneous outdoor illumination.
DF=Et/Eo ( %)
Et- illumination indoor at point taken
Eo- illumination outdoor from an unobstructed atmosphere
Direct sunlight has to excluded from building for thermal reason and to
avoid glare.
in hot dry climate ,windows are keep small so not much light visible
from indoor for low luminance blue skies.
for the window near horizon where luminance of light is high, it might
create glare this can be avoided by screening.
most of the time ground and external surface usually lightly colored this
may also creates glare, thus reflected light can only be used if great care
is taken to avoid glare.
Internally reflected light can be used for day lightly by providing a window at
high level this admit light reflected light light to ceiling and if ceiling is white
adequate light can be obtain .
if shading device are used they must be non-reflective or posioned such way
they are not visible .
low sill level are allowed if they opened in courtyard.
The bulk of the energy emitted is heat, but even the emitted light, when
incident on the surface in the room , will be converted into the heat.
PSALI in hot dry climate will produes heat, so flurescent tube are
advised to use.
5.3 Prediction techniques
5.3.1 Local Lighting
To predict the illumination on a given surface from a single point
source of light (electrical lighting; local lighting) :
E=I/d^2
This is known as inverse square law.
Fitting catalogues - a set of curves
(the polar curves) describing the
light distribution characteristics of
the fitting
(in lux)
Normally the polar curves give the intensity (l) value for every 1 000 lm of lamp output, thus the
value read must be divided by 1 000 and multiplied by the actual lamp lumens.
If several sources contribute to the illumination of a point, the illumination values must be
calculated from each source separately and the results added.
5.3.2 The lumen method for general lighting
If a room is illuminated by many lamp fittings positioned in a regular array, we can follow
concept of utilisation factor (UF).
This is simply the ratio of the total flux received on the working plane (Fr), to the total flux emitted
by all the lamps (F1).
For e.g, In a 50sq.m area room, all lamps together emit 10000 lm, and a plane 0.8 m high
over the whole of the room receives 5000 lm, the utilisation factor is:
E - Illumination
The critical step is to establish the value of the
F1- Flux emitted by all the lamps
UF. This will depend on the geometrical
UF - Utilisation factor proportions of the room, the mounting height
A- Area of Room of the lamp, on surface reflectances and on the
type of fitting used.
For general guidance it can be stated that its value ranges:
A further allowance should be made for dirt on the fitting or deterioration of lamp output: the UF
should be multiplied by a maintenance factor (MF) usually taken as 0-8.
5.3.3 Daylighting requirements
Daylight factor - ratio of illumination at certain point in indoor to the simultaneous outdoor illumination.
Its is used to establish desirable or minimum daylighting requirements in rooms of various uses.
DF=Et/Eo ( %)
Et- illumination indoor at point taken
Eo- illumination outdoor from an unobstructed atmosphere
This value would be exceeded most of the time, whenever the out-door illumination is more than 5000 lux.
Each series consists of five protractors, to be used for various glazing situations.
Each protractor consists of two
scales: 'A' giving an initial reading
(from sections of the room) and 'B'
giving a correction factor (from
plans).
The initial reading would give the
sky component for infinitely long
windows, but for a window of finite
length (width) a correction factor
(scale B) must be applied.
p = position index.
To describe the 'glariness' of an electric light installation, the concept of glare index (G) has been devised:
G = 10 × log g
5.3.16 Glare in daylighting -
The problem of glare in daylighting, particularly in sunny climates, has been mentioned in
qualitative terms in 5.2.6 to 8.
In most practical cases the analysis would not go beyond such a qualitative assessment -
partly .because quantitative analysis is lengthy and difficult, partly because glare is a very
subjective phenomenon - depending very much on human expectation, adaptability and even
on mood.
However, a quantitative analysis is necessary, so the following method could
be used
1. Establish the limiting glare index for the given visual task, as a target, from
appendix 9.1, or rather from [71 or 76]
2. Take nomogram and establish luminance of glare source (L1 ) in cd/m2.
Values given in 5.2.2 or in 1.3.3 to 8 can provide some rough guidance -
locate this value on scale A of the nomogram.
3. Establish the solid angle subtended by the glare source at the viewing
point, in steradians, dividing the projected area of the glare source by the
square of its distance - locate this on scale B of the nomogram.
4. Connect the values on scales A and B and mark the intersection with the
reference scale C.
5. Establish the environmental luminance (L2 ), i.e. the luminance of surfaces
adjacent to the glare source, in cd/m2. Locate this value on scale D.
6. Project a line from this, through the point marked on scale C to scale E to
get the initial glare constant.
7. Find position index from the table attached to the nomogram, locate its
value on scale F.
Glare Constant Nomogram
8. Connect this point of scale F to the initial glare constant of scale E and
read the final glare constant (g) on scale G.
Repeat the same process for each glare source within the visual field to get g1,g2,g3, etc.
Find the glare index from the sum of these glare constants:
G = 10 × log (g1+g2+g3+ ...)
If this glare index is greater than the target value (established in step 1), it is likely that discomfort would
be caused in the real situation, therefore corrective measures should be taken.
Some difficulty may be experienced in ascertaining or predicting the luminance values of the potential glare
sources (L1) and of its surroundings (L2) with any degree of accuracy, on the basis of a design.
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