L01 - Lighting Fundamentals (all KM)
1. Introduction
2. Fundamentals I - Definitions
Fundamental Definitions
Calculation of Luminous Flux and Efficacy
3. Fundamentals II - Propagation of Light
Propagation of Light
Inverse and cosine laws of illumination
Luminance and Luminous exitance
Other illumination measures
4. Fundamentals III - The fundamentals of Colour
Colour and the visual process
Colour measurement and quantification
Light source colour performance
Surface colour systems
5. Calculations I - Basic Illuminance calculations
Point Source variations
Line sources (aspect factors)
area sources
6. Calculations II - Standard Calculations
Lumen Calculation
Glare Index Calculation
7. Calculations III - Lighting Design Strategy
Lighting Design Strategy
9. Human Factors I - Fundamental Considerations
Colour
Man’s response to light
Brain Systems
Eye and Vision
Lighting Design
The visual task
10. Human Factors II - Human Response to Light
Visual acuity and threshold contrast
Light and work
Visual Performance
Cells that specialize in seeing
Colour Vision
11. Human Factors III - Perceptual Characteristics of the visual system
Size constancy and shape constancy
Lightness constancy
Colour Constancy
L01(2). Fundamentals I - Definitions
Spectral sensitivity of the eye
The sensitivity of the eye is not uniform over the visible spectrum, but
varies with wavelength. The spectral sensitivity is shown in the V(l) curve, with maximum sensitivity at 555nm. There are three
types of vision; photopic, scotopic and mesopic, which correspond to how
the eye reacts under different luminance levels
Photopic vision
This is in effect when the surroundings have luminances of greater then
10 cdm-2. Vision is mediated entirely by the cone receptors,
and is maximal in the blue-green end of the spectrum.
Scoptopic vision
This comes into operation when the luminance is less than 10-2 cdm-2 and
they eye has had time to become dark adapted (typically around 30 minutes). The
spectral sensitivity curve for this, V ‘(l), is represented by a shift towards the blue end of the spectrum with
maximal sensitivity at 507nm. Since this mode of vision is mediated by the
rod detectors, you have equal sensitity over the entire vsual field, and
it is quite lke you see things ‘out of the corner of your eye’. Unlike cones,
rod detectors do not detect colour, and the scotopic view of the world is
monochromatic.
Mesopic vision
In the intermediate range, three effects can be noted, in addition to a
general increase in luminance;
· foveal
detection becomes as easy as peripheral detection, and then easier
· a
sense of colour can be appreciated
· the
relative luminosity of different colours change; in particular the luminosity
of the eds increase more strongly than the blues.
The overall response of the eye lies some where between V(l)
and V ’(l), moving from
left to right, as the general luminance increases.
Basic Definitions
Luminous Flux,F;
The total visible light energy emitted by a source per unit time.
Unit - Lumens (lm)
One lumen is by definition equal to 1/673W at the wavelength l=555nm
where the eye has its maximum sensitivity.
Luminous Intensity,I;
The luminous flux from a source, F,
in a specified direction inside a small solid angle,w.

Unit: lumen per steradian or candela (cd)
Illuminance, E;
The amount of luminous flux, F,
incident per unit area of surface, A.

Unit: lumen pr square metre of lux (lx)
Luminance, L;
The intensity, Iu, per apparent unit area of the surface
of the actual light source.

Unit: candela per square metre (cdm-2)
Reflectance,r;
The ratio of reflected flux to incident flux (either luminous or radiant)

DERIVATION ???
Perfect Diffuse Reflector
This is a surface for which the luminance is independant of the angle of
view.
Light Output Ratio
The ratio of the light output of a luminaire to the sum of the light outputs
of the lamps it contains.
Luminous Efficacy, h;
For a light source with a total power input W watts the luminous
efficacy, denoted by hV, is given by

where FV is the total light output of
the source.
Unit: lumen per Watt ( lmW-1)
Typical Efficacys:
GLS 9-20; TuHa 15-5; MCF 40-75; MBF 40-60; MBI 60-90; SOX 130-180; SON 95-130
L01(3). Fundamentals II - Propagation of Light
Methods of light emission (L&L pp. 101)
Light can be seen as either a wave or a particle. It is a form of electromagnetic
radiation, and is generally involved in the transfer of energy between particles. There
are many forms of energy transfer which emit light. Generally distinguished
by the source of the input energy.
Incandescence Solids and liquids emit visible radiation when hey
are heated to temperatures about 1000K. The intensity increases and the
appearance becomes whiter as the temperature increases.
Electric Discharge When an electric current is passed through a gas
the atoms and molecules emit radiation whose spectrum is characteristic of
the elements present.
Electroluminescence Light is generated when electric current is
passed through certain solids such as semiconductor or phosphor materials.
Photoluminescence Radiation at one wavelength is absorbed, usually
by a solid, and re-emitted at a different wavelength. When the re-emitted
radiation is visible the phenomenon may be termed either fluorescence or phosphorescence.
Generation of radiation (L&L pp. 102)
Quantum physics says that the outermost electron in a an atom may have one
of discrete energies. Normally it resides in the state of lowest energy,
or ground state. When it absorbs energy, it is exited, and jumps
to a higher energy state. Eventually it is de-excited, and falls back to
the ground state, emitting energy in the form of a photon. The frequency
of the light is given by Planck’s equation;

where
Q = difference in energy between the levels
= Planck’s
Constant (6.6626176 x 10-34 Js)
v = frequency of light radiated
Thermal radiation
When a body is heated to a high temperature its constituent atoms become
excited by numerous interactions between them and energy is radiated in a
continuous spectrum. The continuous spectrum arises because the energy levels
of the electrons in solids are broadened to the point of merging in a continuous
band. Thermodynamics have defined a perfect black body or full
radiator. By definition, a black body absorbs all energy falling upon
it, provided it is held at a constant temperature. Only a few materials
such as carbon black and platinum black approach this ideal in reality.
Planck also derived a relationship for the spectral distribution of thermal
radiation for a full radiator;

where
is the
spectral radiant exitance (Wm-3)
DIAGRAM ???
The maximal radiant exitance increases with temperature, and the wavelength
at maximum power is inversely proportional to the temperature T. This is
known as Wiens Displacement Law;

This law corresponds to the observation that a heated body first glows red,
then yellow, and the bluish.
The total radiant exitance of a black body surface is found by integrating
over
all wavelengths. The result is suprisingly simple, known as the Stefan-Boltzmann
law;

where s is the Stefan-Boltzmann constant.
Propagation of Light (L&L pp. 4-8)
Light as a wave travel through vacuums at a constant velocity, approx. 3
x 108 ms-1. In a material medium e.g. air or glass,
velocity of propagation is less than in a vacuum by a factor known as the Refractive
Index.

Refraction
Light passing through a smooth boundary surface into the second medium suffers
a change of direction according to the following laws;
· The
incident ray, the refracted ray, and the perpendicular to the surface at
the point of incidence all lie in one plane
· If
the incident ray is in a medium of refractive index n1 and
makes an angle q1 with the perpendicular to the surface, and the refracted
ray is in a medium of refractive index n2 and makes an
angle q2 with
the perpendicular, then;

where q1 and q2 lie
on opposite sides of the perpendicular (Snell’s Law).
When a ray passes from a high to a low refractive index material, such as
glass to air, a refracted ray exists only if q1 is less than the critical angle, which is equal
to
.
If the ray is incident at an angle greater than the critical angle, no refracted
ray is present and all of the incident light energy appears in the reflected
ray; the term total reflection is used for this condition.
Reflection
At a bounding surface that is smooth compared with the wavelength of the
incident light, specular reflection is said to occur. A single incident
ray produces a single reflected ray and the following relations occur;
· the
incident ray, the reflected ray and the perpendicular to the bounding surface
at the point of incidence all lie on one plane
· the
incident ray and the reflected ray make equal angles with the perpendicular
and are on opposite sides of it.
Reflection is the main way of directing light inside a luminaire.
Absorption and Scattering
A light ray passing through a vacuum loses no energy, although the energy
make become more spread out. In their progression through material media
however, light usually loses energy through absorption and scattering effects.
Absorption is caused by the conversion of light into some other form
of energy, usually heat, but it could be changed into radiation of a different
wavelenth (fluorescence), into electrical energy in a photocell, or chemical
energy as in the photosynthesis that occurs in plants.
MORE ???
Scattering occurs in non-homogeneous media and is caused by multiple
refraction and reflection at numerous, randomly oriented, boundary surfaces
within the media. Fog and cloud are examples of scattering conditions in
air due to the presence of suspended water droplets. Scattering can be wavelength
selective due to a contribution from diffracting light, and this can also
impart colour onto a media. All material media scatter light to some extent
because of the molecular structure of matter. Scattering by very small particles,
such as molecules, is greater for the shorter wavelengths of light; the blue
sky is accounted for in this way.
Diffuse Reflectance and transmission; cosine diffusers
When a light ray meets a surface which has irregularities comparable with
or greater than the wavelength of incident light there is no longer a single
reflected or refracted ray, but the light spreads out in all directions from
the point of incidence, as in scattering. The light which returns to the
medium from which the incident ray emerged is said to be diffusely reflected and
the light which passes through into to the second medium is said to be diffusely
refracted.
In general the precise angular distribution of the reflected and tramitted
light depends on the angle of incidence and of the nature of the surface. With
very fine grained roughness the reflection may almost be specular at angles
of incidence approaching 90o.
Uniform Diffuser In order to allow for simple calculations to be
made, the concept of a uniform or cosine diffuser is often used. A
uniform diffuser is one in which the reflected light distribution is independant
of the angle of the incident light, and the intensity of the reflected light
in a direction making an angle q with
the perpendicular to the surface is proportional cos q. This is also known as a Lambertian Reflector. No real
surface completely satisfies the conditions for a uniform diffuser, but some
surfaces make a good approximation, for example a layer of magnesium oxide
powder.
Inverse square and cosine laws of illumination (L&L pp. 15)
We consider a point source, S, illuminating a plane surface, P. We know
the illuminance on a small area dA, illuminated by a luminous flux dF is

Similarly, the luminous Intensity I is given by

where dw is the angle subtended
by the element dA at the source.
The illuminance produced at a point source at a distance r from a
plane is obtained by first eliminating dF from
the above two equations to give;
and since

substituting for dw gives

This expresses both the inverse square and cosine laws of illumination from
a point source.
Luminance(L&L pp.15)
Luminance is related to the sensation of brightness, although the two are
not equal. The concept of luminance can be applied to any surface which
is emitting or reflecting light, and can be generalized to include any imaginary
surface in space through which light is passing, e.g. a portion of the sky. It
can be shown that the luminance of any such surface in a non-emitting, non-absorbing,
and non-scattering medium is constant along a ray passing through the surface. In
less formal terms, this corresponds to the observation that in clear air
the brightness of a surface does not depend on its distance from the observer.
A uniform diffuse source is one which has the same luminance over
its entire surface for all viewing directions.
An element of area A emitting a total flux F in all directions (i.e. over a solid angle of 2p sr) has a luminous exitance given
by

For a unform diffuse source M=pL and 

Other Illumination Measures(L&L pp. 84-86)
Illumination Vector
The expression for the the illuminance E on a plane surface produced
by a point source,
shows
that E can be regarded as the component of a vector of magnitude
. The
component is in the direction of the perpendicular into the plane on which
the value of E is required, with vector being directed away from the
source towards the plane. If there are many sources, we can think of them
producing a illumination vector which is the combined into a resultant vector,
which can be used to calculate the illuminance on a plane.
If the illumination vector at a point is 0, it does not mean no light is
falling on the point, merely that the illuminances on both side of a plane
placed there are equal.
There are other non-planar measures of illuminance which can be useful.
Mean Scalar Illuminance
Mean spherical illuminance is the mean illuminance over an indefinitely
small sphere placed at the point of interest and, because the measure is
independant of direction, it is sometimes called the scalar illuminance.
Consider a point source of luminous intensity I at a distance d from
a small sphere of radius r. The sphere intercepts the same luminous
flux as would a disc of radius r, which is therefore
. The
mean illuminace, ES on the surface is hence given by

For a uniform diffuser, this becomes

where w is the solid angle subtended by the whole source.
The vector-scalar ratio relates the direct and diffuse components
of light falling on an object. Evidence shows that a ratio of 1:1.2 to 1:1.8
gives a pleasing effect.
Mean Cylindrical Illuminance
Mean Cylindrical Illuminance id the mean illuminance over an indefinitely
small cylinder placed at the point of interest, usually with the axis of
the cylinder vertical. In contrast with mean spherical illuminance, mean
cylindrical illuminance depends on the direction of the light.
The calculation is similar to that of scalar illuminance, except that he
flux intercepted by the cylinder depends on the angle y between the axis of the cylinder and the incident rays. Then
if the radius of the cylinder is r, and the height l, its projected
area in the direction of the incident light is
. If I is
the intensity of the source, and d its distance rom the cylinder,
the flux intercepted by the cylinder is
. This
divided by th surface area of the cylinder gives th mean cylindrical illuminance

L01(4). Fundamentals III - The fundamentals of Colour
Colour and the visual process(Measuring Light pp. 4)
The eye responds to different wavelengths of light by the sensation of colour. A
light source emitting energy with equal power throughout the visible spectrum
would appear to be white. No such source is known, but the concept is used
to define equal-energy white. It is useful to not, that due to the
spectral sensitivity of the eye, although the radiant energy is constant
with wavelength, the luminance of the source is mostly due to light emitted
in the 520nm to 600nm band ( the green and yellow parts of the spectrum).
A near approximation to equal-energy white is given by sunlight, and certain
artificial light sources. The colour temperature of a source is the
temperature at which a heated black body would produce light giving the same
colour sensation as the source. North-light can reach a colour temperature
as high as 25 000 K.
A pure spectral colour is the most intensely coloured source of light available,
i.e. it is fully saturated. When we mix a saturated colour with white
light, we say it is de-saturated. Therefore, we could create any
colour by mixing a pure spectral colour with a given amount of white light.
(The exception to this would be the purples, which are not spectral and are
a mix of red and blue). Broadly speaking, to match a colour, we simply need
to record a wavelength of spectral colour along with the degree of saturation
involved. This is of often done, and can be adequate for many measurement
purposes. In fact, any colour can be matched my a mixture of three primaries
(i.e. any primary cannot be matched by a combination of the other two), but
on occasion we need to use desaturation (i.e. negative mixing of one colour),
as in yellow/green - 540nm. (Grassman 1854)
We should try and relate this to the physiology of the eye; We have three
types of cones, b,g and r. These have maximum
sensitivity in the short, medium and long wavelengths respectively. We believe
that we have two colour channels arranged in antagonistic pairs, i.e.
one channel measures Red + Green , another measures Blue + Yellow. This is
called Opponent Colour Theory (Hering). Below is a simplified representation
of the colour system in the brain.

The visual sensation has three attributes, Brightness, Hue and Saturation.
· Brightness
is affected by all cone types, as well as input from the rods.
· Hue
depends on the value of the two colour channels;
· Reddish =
C1 +ve
· Greenish
= C1 -ve
· Bluish
= C2 - C3 +ve
· Yellowish
= C2 - C3 -ve
· Saturation
depends on the strength of C1 and C2 - C3.
Colour measurement and quantification
Because the human eye cannot separate the component colours of a light source,
it is possible to produce the sensation of colour by any number of colour
mixtures. For example, white can be made by mixing two spectral complementary
colours.
Grassman postulated that light of any colour can be matched by the combination
of not more than three suitable primary colours. He also stated the principle
of additivity: that lights producing the same visual effect separately
produce the same effect in mixtures. Wright studied these hypotheses, and
showed they were correct. It is interesting to note that at except for the
wavelengths corresponding to the three primaries used, a negative amount
of one of the primaries needed to be used. In colour matching we adopt the
following algebraic convention; the result of a match is written as
C(C) º R(R) + G(G) + B(B)
where C is the amount of colour (C) and R, G and B are the amounts of the
primaries and are known as the tristimulus values. If suitable units
are used for R, G and B, then the amount of (C) is given by
C = R + G + B
Often we want to only consider the quality of the light, and ignore its
intensity. Then we write
(C) = r(R) + g(G) + b(B)
where
;
; 
This equation for (C) is known as a unit trichromatic equation, since r
+ g + b = 1.
Graphical Expression of Colour
This figure shows Wright’s primaries plotted in a different way. All colours
that can be matched with additive mixtures of the three primaries lie inside
the triangle RGB. It can be seen that all the spectral colours lie outside
this triangle, and the line joining them is called the spectral locus. We
can see that the spectral locus is everywhere convex, therefore there exist
no three primaries which can match all spectral colours without first desaturating
them. A line can be constructed any point on the locus to the centroid of
the triangle to represent the locus of a colour that is being progressively
desaturated. If such a line is continued further, the point where it meets
the locus represents the colour that is complementary to the first.
The CIE colour system
We can see that any system for numerical representation of colour must take
into account
· the
energy distribution of the source with respect to wavelength
· the
varying sensitivity of the viewer’s eye with respect to wavelength
· the
absorption of light of different wavelengths by a coloured surface
The CIE system was agreed upon in 1931. It drew upon the work of Wright
and Guild, who had produced closely similar results. Wright and Gould had
enlisted the help of a number of people with normal eyesight, whose characteristics
were averaged to produce the CIE standard observer, on which the system
was based.
Imaginary Primary stimuli
Wright had defined the spectrum locus in terms of three primaries. Since
no three spectral primaries were capable of representing all primaries without
using negative coefficients, three imaginary primaries (X), (Y) and (Z) were
used. In Wrights diagram, these would be outside the spectral locus, which
would then be completely enclosed by a triangle XYZ.
(C) º x(X)
+ y(Y) +z(Z); x + y + z = 1
We see that we can uniquely determine any colour simply by two variables x,
y since these determine z. This allows us to map the colour
space into two dimensions; This can be seen in the CIE Chromaticity
chart.
DIAGRAM ???
As with Wrights three primaries, the CIE tristimulus values can be reduced
to the coefficients x, y and z, where
;
; 
The CIE was concerned with making colour calculations as easy as possible. Therefore
the line joining (0,1) and (1,0) follows the spectral locus in the region
where it is almost straight. Thus, spectral colours in the region 550nm
to 780nm all have values of z equal to or near 0.
Also, the units in which (X), (Y) and (Z) are expressed are such that an
equal amount of each is required to give a match with equal-energy white. This
white is therefore represented by (x,y,z) equal to (0.333, 0.333,
0.333).
Also, the luminance of a coloured light is directly proportional to its
Y tristimulus value only. This is because the CIE stimuli (X) and (Z) both
lie on the alchyne or line of zero luminance.
Uniform chromaticity scales
There is one serious disadvantage with the X-Y chromaticity chart - MacAdam(1942)
and Wright(1941,1943) were carrying out experiments on the size of ‘noticeable
differences’ in colour in terms of x and y. MacAdam gives results
for the size of ‘10 minimum perceptible colour differences’. It is
seen that the size of the mpcd varies with position on the (x,y) chromaticity
diagram, and the direction with which the difference occurs -- an ellipse
represents equal visual steps in colour away from the centre in any direction. This
means that the (x,y) diagram is not uniform, and this is a disadvantage
when measuring colour differences and specifying colour tolerances.
Various projections of the (x,y) diagram have been developed in order
to find a more uniform system, but none have been completely satisfactory,
since they have been developed upon linear transformations of the data. In
1960, the CIE recommended at transform by MacAdams(1937) which improved the
uniformity so that the near the full radiator locus at 6500K the m.p.c.d.
locus is almost a circle.
Light source colour performance
The centroid of the colour triangle represents the colour of an equal-energy
stimulus, a white light whose energy is constant for all visible wavelengths. Since
this does not exist, it is not possible to see an object illuminated by it. Therefore
we must define some standard illuminants so that we specify the appearance
of surfaces under them. In 1931, the CIE defined three standard illuminants,
A, B and C. They were all based on the light emitted by a gas-filled tungsten-filament
lamp operating at a colour temperature of 2856K. This was in fact Illuminant
A, and B and C were derived from it by using filters with B representing
noon sunlight (4874K) and C representing average daylight (6774K). Since
B and C were found deficient in the near-UV range, which has now assuming
importance in the colorimetry of fluorescent sources, another range was introduced,
the D range. D65 represents daylight with a colour temperature
of 6500K. The CIBSE guide introduces standard words to descirbe source of
different correlated colour temperatures,
· below
3300K – Warm
· 3300
– 5300K – Intermediate
· above
5300K – Cold
We also need a standard for ‘whiteness’, i.e. that of a perfect diffuse
reflector. In 1931, CIE adopted magnesium oxide as the standard for colour
measurement. Now this has been updated to relate all colorimetry to the
perfect diffuser instead.
Surface colour systems (L&L pp 59-60)
The Munsell System of colour notation
Many colour atlases and colour solids have been developed based on different
methods of arranging solids. The best known is that developed by Munsell
(Nickerson 1976) in which the central vertical axis, called the Value (lightness)
scale ranges from white at the top to black at the bottom with nine intermediate
values of grey. The saturated colours are arranged on the equator of the
solid in 10 Hues, B, BG, G, GY, Y, YR, R, RP, P and PB, each of which
is divided into 10 steps. The saturation, or Chroma, of the colour
increases as it moves away from the central axis. A colour is specified
by a combination of three numbers, for example 5YR 6/8 where 5YR is the Hue,
the Value is 6 and the Chroma is 8. In practice the munsell solid is not
a sphere, since it is not possible to produce saturated greens and blues
with lightness as high as for yellows and reds. The complete system is approximately
1,000 samples which are intended to be viewed under daylight.
Munsell’s idea was that the visual difference between adjacent samples at
any position should be the same, but this was not achieved. The system has
the advantage that it is well-known internationally and hence provides for
a means of communicaton between users.
Natural Colour System
This was a colour circle with four defined points R, Y, G, B. Also B/W scale
was defined. For example, a purple would be classified as R40B, i.e. 60%
red to 40% blue. This was used extensively by ICI.
FINISH !!!
BS 5252: Framework for colour co-ordination for building purposes.
The colour system has about 240 values,and are arranged systematically using
the concepts of hue, greyness and weight. Greyfulness gives
an estimate of the colourfulness of the sample, and the amount of grey decreases
as the saturation of the colour increases. The system also has various finishes.
Colour Rendering (CIBSE pp. 23-24)
The ability of a light source to render colours of surfaces accurately can
be conveniently quantified by the CIE general colour rendering index. This
index is based on the accuracy with which a set of test colours is reproduced
by the lamp of interest relative to a test lamp, perfect agreement being
given a score of 100. The CIE index has some limitations, but is the most
widely accepted measure of the colour rendering properties of light sources.
|
Colour rendering groups
|
CIE general colour rendering Index (Ra)
|
Typical application
|
|
1A
|
Ra ³ 90
|
Wherever accurate colour rendering is required e.g. colour printing
inspection
|
|
1B
|
80 £ Ra < 90
|
Wherever accurate colour judgements are necessary or good colour rendering
is required for reasons of appearance e.g. display lighting
|
|
2
|
60 £ Ra < 80
|
Wherever moderate colour rendering is required
|
|
3
|
40 £ Ra < 60
|
Wherever colour rendering is of little signifigance but marked distortion
of colour is unacceptable
|
|
4
|
20 £ Ra < 40
|
Wherever colour rendering is of no importance at all and marked distortion
of colour is acceptable
|
L01(5). Calculations I - Basic Illuminance calculations
Point Source variations(CIBSE pp. 242)
There are three applications for the inverse square and cosine law
· The
general case, already considered
· illuminance
on a horizontal surface
· illuminance
on a vertical surface
In each case the luminous intensity I(q) in candelas at the angle of elevation (q) is
required. It can be found from the luminous intensity distribution of the
luminaire.
Line sources (aspect factors) (L&L pp.81-83)
The inverse square law of illumination only strictly holds for point source. In
practice, it can be used for large diffusing sources if the distance to the
point being illuminated is more than five times the largest dimension of
the source. For shorter distances, the source may be split into smaller
elemnts and the combination from each of these to the illuminance at a point
summed, either by calculus or numerical integration.
CIBSE TM11 goes into details about aspect factors, their calculation
and use.
The formula for calculating Illuminance at a point P due to a line source
AB, length l, which is at a normal height d from the plane of interest,
and the plane containing A, P and B is at an angle q to
the vertical, with the points A and B at angles a1 and a2 respectively
to P in that plane, is;
where I(q) is
the intensity from the source at an axial angle of q.
The angle (a1+ a2)
is known as the aspect angle, and the function AF[a]
is known as the aspect factor.
For perpendicular planes, we use the perpendicular aspect factor function
af[a].
Area sources(CIBSE pp. 246)
We can really only consider the basic case of a uniform area source with
cosine distribution, giving the illuminance directly below one of the corners. To
obtain the illuminance at a point that is not directly beneath one corner,
we must add or subtract contributions from four imaginary sources, each with
a corner over the point to obtain the resultant. Let Ap be the
peak luminous intensity (we assume
).
Then

where
;
; 
L01(6).Calculations II - Standard Calculations
Lumen Method calculation
Luminaires in Regular Arrays

where
· E
= average Illuminance (lx)
· N
= no. of luminaires
· n
= no. of lamps in each luminaire
· F =
flux from one bare lamp
· UF
= utilization factor
· MF
= maintenance factor, allowing for effects of dirt and depreciation
· Af =
area of working plane or floor
Utilization Factor
The Utilization Factor(UF) is the proportion of light flux emitted
by the lamps which reaches the working plane. Luminaire manufacturers issues
tables of utilization factors for various combinations of Room Index and
surface reflectances.
The Room Index for a rectangular room l x w where hm is
the height of luminaires above the working plane, is given by;

Maintenance Factor

where
· LLMF
= Lamp Lumen Maintenance Factor
· LSF
= Lamp Survival Factor
· LMF
= Luminaire Maintenance Factor
· RSMF
= Room Surface Maintenance Factor
Uniformity
The CIBSE code recommends that uniformity over task areas should not be
less than 0.8.

This does non refer to wall-to-wall working plane. Consider diversity of
illuminance out side task area. Diversity in the core area of a working plane should not exceed 5:1.
Spacing to Mounting Height ratio (SHR)

For an asymmetric luminaire, one figure, SHRMAX, is quoted. SHRMAX should
not be exceeded if uniformity is to be acceptable for general illuminance.
For a di-symmetric luminaire, two figures, SHRMAX and SHRMAX
TR are quoted. Spacing is subjected to the following three
constraints;
· axial
spacing must not exceed SHRMAX
· transverse
spacing must not exceed SHRMAX TR
· (axial
spacing x transverse spacing) must not exceed (SHRMAX)2
Glare Index Calculation(CIBSE pp 172, 200)
The CIBSE glare index system for the evaluation of discomfort glare is described
in CIBSE TM10.
The glare index system can be applied to a wide range of conventional luminaires,
but it does have some limitations. It cannot be applied to large area light
sources such as luminous ceilings, since the basic formula in the invalid. It
cannot be applied to coffered ceilings and similar large cut-off luminaires. Also
it may underestimate the discomfort glare for some ceilings-mounted luminaires,
especially those in which the luminaire intensity distribution is such that
the luminance of ceiling adjacent to the luminaire is greater than the luminance
of the luminaire itself. Glare indices are specified for particular building
types. These are set three apart, since this is the minimum difference being
necessary for a change in discomfort glare sensation to occur.
Basic Glare Index Formula

where
· Lb =
Luminance of background as seen by observer
· Lj =
luminance of luminaire j as seen by the observer
· j =
solid angle of luminaire j as seen by the observer
· pj =
position index of luminaire n as seen by observer
This method normally requires a computer program, but has the advantage
that the formula can be applied to individual, randomly spaced or regular
arrays of luminaires for any specified direction. The second method, calculating
glare indexes based on photometric data provided by the manufacturer, is
sufficiently accurate for most purposes, and is easy to use.
Uncorrected Glare Indices, with correction factors
This method is based upon the following assumptions;
· The
luminaires are at a SHR of 1.0
· The
luminaires are at a height of 2.0m above eye level
· The
total light output of the lamps in the luminaire is 1000 lumens
· the
observer is located at the mid-point of a wall, with horizontal line-of-sight
towards the centre of the opposite wall
· the
eye level is taken as 1.2m above floor level.
Correction terms can be applied to the uncorrected glare index to allow for
change in mounting height and lamp output per luminaire. Currently there
is no correction for other spacing to height ratios.
Uncorrected Glare Indices are tabulated according to room dimensions and
reflectances. We specify the room dimension in terms of multiples of the
mounting height above eye level. The x direction is always perpendicular
to the line of sight, and the y direction is always parallel to the
line of sight. The worst glare conditions will occur for viewing from the
centre of wither the long wall or the short wall. Interchanging x and y will
allow for this. When the glare index has been found (interpolation may be
needed) it must be corrected for
· mounting
height above 1.2m eye level
· total
lamp luminous flux per luminaire if this differs from 1000 lumens
· extra
correction terms if the published UGI table covers a variety of luminaire
sizes or lamp types
These correction terms are added, or subtracted, from the initial glare
index to give the final glare index of the installation. The height correction
and total luminous flux correction may be calculated as follows;
· Height
correction term -
where
H is the height above eye level(m).
· Total
lamp luminous flux correction term -
where F is
the luminous flux per lamp(lumens) and n is the number of lamps per
luminaire
L01(7). Calculations III - Lighting Design Strategy (CIBSE pp.178-181)
Overview
· Daylight
+ Sunlight
· window
types - how fabric of building is penetrated
· fixed
and flexible controls
· glazing
· Lamps
· Light
Fittings
· Control
· Adaptation
- adaptation sequence throughout the building
· Glare
Design Objectives
Safety
· What
hazards need to be seen clearly?
· What
form of emergency lighting is needed?
· Is
a stroboscopic effect likely?
Task Requirements
· What
tasks are likely to be performed in the interior, what planes do they occupy?
· What
aspects of lighting are important to the performance of the task?
· Are
optical aids necessary?
Appearance
· What
impression is the lighting required to create?
· Light
pattern?
· Colour
pattern?
Constraints
Statutory
· Are
there any statutory requirements which are relevant to the lighting installation?
Financial
· What
is the budget available?
· What
is the relative importance of capital and running costs including maintenance?
Physical
· Is
a hostile or hazardous environment present?
· Are
high or low ambient temperatures likely to occur?
· Is
noise from control gear likely to be a problem?
· Are
mounting positions restricted, and is there a limit on luminaire size?
Planning Checklist
Daylight and Electric Light
· What
is the relationship between these forms of lighting?
· Is
it possible or desirable to provide a control system to match the electric
lighting to the daylight?
Solar glare and heat gain
· Are
the windows designed to limit the effects of solar glare and heat gain on
the occupants of the building?
· Are
the window walls of suitable reflectances?
· Ensure
diffuse ‘cool light’ used to maximum effect (not sunlight)
Choice of electric light system
· Design
in terms of sub-systems
· Is
general, local or localized lighting most suitable for the task?
· Does
obstruction make some form of local lighting necessary?
Choice of lamp and luminaire
· Does
the light source have the required
· lumen
output
· luminous
efficacy
· colour
properties
· lumen
maintenance
· life
· run-up
and re-strike properties?
· Is
the type of luminaire appropriate?
· Task/local
luminaires
· accent
and display luminaires
· uplight
luminaires
· wall-washing
luminaires
· Downlight
luminaires
· Is
air handling heat recovery appropriate?
· Does
it have a suitable appearance?
· Will
create the required lit effect?
· Is
reliable photometric data available?
Maintenance
· Has
a maintenance schedule been agreed?
· Has
a realistic Maintenance factor been estimated?
· Can
the equipment be easily maintained?
· Will
replacement parts be available?
Control systems
· Is
a dimming facility desirable?
· Type
of control needed;
· localized
manual switching
· time
switching
· daylight
linking
· on/off
· top
up
· occupancy
linking
· ultrasonic/infra-red
· Have
manual override switching systems been supplied, and are they intuitive in
respect to the sub-system layout?
Detailed Planning
· Integration
of electric lighting with daylighting
· Avoidance
of unnecessary high levels of electric lighting
· Designed
Maintained Illuminance
· Task
size and contrast
· Task
duration
· Error
risk
· use
of high efficacy equipment
Statement of assumptions
When submitting a design proposal to a client, it will usually be necessary
to supply the following information to a client;
· the
design specification i.e.
· type
of lighting system
· designed
maintained illuminance
· illuminance
variation
· maintenance
program
· glare
index
· lamp
colour properties
· wall-to-task
illuminance ratio
· ceiling-to-task
illuminance ratio
· equipment
used
· lamps
· luminaires
· control
systems
· equipment
layout
· costs
· lighting
conditions which will be achieved if the maintenance program is adhered to
· the
calculations and measurement tolerances which apply to these values
· power
density and operating efficacy of the installation
· all
assumptions made in the design
|
Lighting Condition
|
Assumptions that need to be stated
|
|
Initial Illuminance
|
Room Index,
Effective reflectance of ceiling cavity, walls and floor cavity in
establishing the UF
Initial luminous flux of the lamp being used
Supply Voltage
Ambient Temperature
Obstructions losses etc...
|
|
Illuminance at a specified time
|
As above, plus
elapsed time for which the illuminance is given
Maintenance factor
|
|
Glare Index
|
Calculation method
Viewing position
|
|
Wall-to-task illuminance
|
As for initial and maintained illuminance
|
|
Ceiling-to-task illuminance
|
As for initial and maintained illuminance
|
|
Vector/scalar ratio
|
As for initial and maintained illuminance
|
|
Maintenance factor
|
Elapsed time for which MF is given
environmental conditions
lamp lumen maintenance factor
lamp survival factor
hours of operation of lamps
luminaire maintenance factor
luminaire cleaning schedule
room surface maintenance factor
room cleaning and painting schedule
|
|
Power density
|
As Maintenance factor
|
|
Operating efficacy
|
Max hours of use
hours of equivalent full installation use assumed in calculation of
load factor
|
Table 1 -Assumptions
to be made explicit when describing the lighting conditions produced by a
proposed general lighting scheme
L01(10). Human Factors II - Human Response to Light
Human Response to Light
Humans respond to light in many different ways;
Photobiological
Exposure to sunlight is necessary for our health - it enables production
of healthy bone growth in children. But too much exposure can also be harmful.
Our skin goes brown in to much sun, a pigmentation response to too much sunlight.
Erythema, or reddening of the skin, is a reaction to the exposure
by Ultra-violet light of wavelength shorter than about 320nm. UV light is
categorized by wavelength;
· UVA 315-400nm
· UVB
280-315nm
· UVC
100-280nm
UVB is about 103 times more potent than UVA, while UVC is mostly
absorbed in the atmosphere. The tissue of the eyes is particularly sensitive
to UV-B radiation.
McKinley & Whitlock, NRPB looked at the effect of white/ warm
white/ cool white fluorescent tubes, and their UV output. They showed that
2,000 hours at 500 lux produced a dose of 5 MEDs. A MED (Minimum
Erythemal Dose) is about 300 Js-1. In the UK, we get about 40
to 400 MEDs due to sunlight. This sort of level gives risk factors for 40-44
yr old for basal cell carcinoma at 1:2 500 000 and for malignant melanoma
at 1:500 000.
Ocular
Each eye has a field of view of about 1600 with overlapping fields
of view. The two eyes work together to provide stereoscopic vision. Our
eyes are in continual movement (called saccadic motion). The small
ocular tremors set the retinal image in oscillation and the neural network
is tuned to detect the consequential local changes in luminance. We are
therefore more responsive to sharp changes in luminance than luminance itself. The
eye is moved by extra-ocular muscles; weakening in these muscles causes deterioration
in vision. The general term for deterioration in any of these muscles is Heterophoria,
which covers;
· Exophoria
– looking out
· Esophoria
– looking in
· Hypophoria
– one eye looking up
· Hyperphoria
– one eye looking down
· Cyclophoria
– eye tilted
The principle refracting surface of the eye is the cornea; the lens changes
the focal length, known as accommodation.
The pupil size is controlled by
· Retinal
illumination
· Spectral
quality of light
· Field
(of luminance) size
· Age
of observer
· Novelty
of the stimulus
Subjective
·
Performance
·
Visual acuity and threshold contrast
Visual Acuity is the capacity for discriminating between objects
that are very close together. Quantitatively, it can be expressed by the
reciprocal of the angular separation in minutes of arc between two objects
which are just separable by the eye. The expression which is more commonly
used for visual acuity is the ratio of the distance at which the individual
can read a line on a standard opticians chart divided by the distance at
which a person of normal sight can read it, e.g. 6/12.
Charts such as the Snellen Chart (a standard optician’s chart) and
Landolt Rings are used to measure and do experiments involving visual acuity.
The luminance contrast C between a background task, such as
a printed dot of luminance Lt and its background Lb,
is defined by the expression

If its contrast is too small, the detail will be invisible. The threshold
contrast
,
is the value of luminance contrast when the task is just visible.
Light and work
Many factors come into play, both from the lighting and the work itself
in determining how difficult a visual task is;
· Light
· Illuminance
on task
· Colour
of light
· directional
properties
· spatial
distribution
· Work
· size
(visual acuity)
· contrast
· colour
· complexity
· form
+ texture
· duration
and direction of movement
Visual Performance (L&L pp. 29)
Much work has been done on visual performance, and its relationship with
luminance, contrast and illuminance.
The earliest law, Weber’s Law, asserts that the minimum perceptible
luminance step difference
is proportional
to
, i.e.
the threshold contrast is independent of
. Obviously,
this does not hold for very low levels of light. This does have an impact,
in that it says that equal ratios of luminance should be equally visible,
which justifies the use of daylight factors and illuminance ratios as valid
lighting design tools.
The minimum detectable contrast
depends
also on the task size. For very tiny objects, subtending less than six minutes
of an arc at the eye (0.5mm at reading distance of 300mm), vision is limited
by diffraction and optical imperfections in the eye. For objects large enough
to be resolved, i.e. angular subtenses between 20 and 200,
the threshold contrast is inversely proportional to the square root of the
projected area A, for a given viewing distance. This is known as Piper’s
Law. For very large surfaces, perceptibility is independent of viewing
area and depends almost entirely on contrast.
Smith & Rea(79) did an experiment with subjects comparing two
sets of numbers. They varied the contrast by using black and grey paper,
and varied the luminance in the range of 1 to 1000 cdm-2. They
showed that high contrast tasks saturated quickly, and that contrast may
be more important than luminance.
Weston(??) carried out tests using Landolt rings looking at varying
the Illuminance, contrast and task size. He showed that increasing the illuminance
usually stopped producing increases in task performance and that larger
improvements in visual performance could be achieved by changing task size
or contrast than by increasing illuminance.
In summary, it is not possible to make a visually difficult task reach the
same level of performance as a visually easy task simply by increasing the
illuminance.
Cells that specialize in seeing
The retinal surface contains two types of cells which are photosensitive,
the rods and the cones. The rods provide for scotopic vision,
used at low light level, but is monochromatic. The cones, which are centred
around the foveal region provide for colour vision. The eye adapts to different
luminance levels in three stages;
· Rapid
– neural mechanism
· Medium
– adjustment of pupil size
· Slow
– photochemical process
· Rods
take 7-8 minutes
· Cones
take 2 minutes
The Aging eye
On aging, there is a gradual degradation in the visual system, known as senile
maccular degradation;
· Cornea
– loss in transparency, rise in scattering which can lead to glare
· Pupil
– decreases in size with age
· Lens
– continues to grow, and becomes compacted along with an increase in fluid
· Ability
to focus decreases rapidly, due to
· Hardening
of lens
· Lack
of flexibility
· Yellowing
of lens leads to problems in colour vision
· Retina
– there is a falling cone density, with a fall of 50% between the ages of
20 and 80
Overall, the retina of a 60 year-old will receive only 30% of the light
of a 20 year-old retina
To combat eye diseases in an installation
· Selectively
increase lighting levels
· Control
glare
· Increase
contrast by varying lightness and colour
L01(11). Human Factors III - Perceptual Characteristics of the visual system
Many experiments have been done to probe the visual system. They can be
broken down into three types;
· Visual
system as “detector”
· Contrast
experiments fall into this category
· Lots
of experiments have been done, but they tend not to have much relation to
the real world, since they analyze only one or two variables at a time
· Visual
system as “organizer”
· Visual
system as “interpreter”
Constancy
There is a common theme in the result of all the experiments – the visual
system seeks stability;
· Perceptual
constancy
· Size
– we ‘understand’ the size of objects, unless visual cues, such as binocular
vision, motion parallax and overlapping of objects break down
· Shape
– if we rotate a circular plate to see it as an ellipse, we still see it
as being circular
· Lightness
– Direct and Indirect path – each ganglion has a receptive field of about
1mm
· Colour
– Land Mondrian; apply LW, MW and SW light in ratios. Conclusions;
· The
colour of a patch does not correspond to the colour of the predominant l reflected
from it
· When
the patch is part of a multi-coloured scene, there is no obvious relationship
between l composition of the light, and the colour
· The
colour of the patch in the normal viewing conditions is determined not only
from l composition of the light reflected from it, but also by the l composition
of the light reflected from the surroundings
· No
simple and obvious relation with either
The receptive field is the area over which light stimulation can
influence a ganglion(Kuffler, 1950s). The increase in rate of firing of
the receptive field is the luminance in the centre is about 2% higher than
the surround. Edge detection is the main method of luminance detection
in real life – luminance differences more important than luminance values. The
same arguments apply to colour too.
Colour
Current thinking is that colour is a comparison, which takes part as a 2
stage process;
· The
brain compares the reflectance of the different surfaces for long, medium
and short wavebands to produce a lightness record.
· It
compares three lightness records of the scene to generate colour
There seems to be three types of colour channel – Blue/Yellow, Red/Green
and Black/White (Hering)
Brain Function(Zeki)
· Knowledge
acquisition
· Invariant
properties of objects and surfaces
· Functional
specification
· Reflectance,
colour, form and motion can be mapped to different areas of the brain
· Integration
· Interaction
· Communication
and feedback
· Plasticity