3D Photorealistic Lighting Visualization for Glare and Coverage Evaluation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current virtual lighting design software lacks the ability to provide accurate, photorealistic 3D evaluations of light projections in 3D spaces, failing to adequately assess playability, glare, and gaps in lighting coverage, which are crucial for ensuring effective lighting systems, especially in sports and other applications where nuanced lighting needs are essential.

Innovation Solution

The development of a software system that allows for photorealistic 3D modeling of light projections in virtual lighting designs, enabling users to orbit and toggle between vantage points, identify glare hazards, and evaluate light blockage, with features such as colored overlays and real-time re-aiming of lighting fixtures to mitigate issues.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If traditional 2D grid-based virtual lighting design software is used, then basic photometric values can be displayed, but accurate 3D evaluation of light projections, playability, glare, and gaps in lighting coverage cannot be achieved

Engineering Contradiction:
Improveevaluation accuracyVSAvoidsoftware complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent transitions from 2D grid-based lighting evaluation to full 3D photorealistic rendering. The system renders light projections, glare hazards, and coverage gaps in three-dimensional space, allowing users to orbit and view lighting designs from multiple vantage points. This dimensional upgrade enables accurate assessment of playability, glare, and gaps that were impossible in traditional 2D software.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Measurement precision

If photorealistic 3D modeling of light projections is implemented, then accurate evaluation of playability, glare, and gaps is achieved, but computational resources and processing time increase

Engineering Contradiction:
Improvelighting evaluation accuracyVSAvoidprocessing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system performs preliminary photorealistic rendering calculations during the design phase, generating pre-computed light projection data, glare hazard identification, and coverage gap analysis. By calculating these metrics in advance rather than in real-time during user interaction, the system reduces processing time while maintaining high evaluation accuracy.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If traditional virtual lighting design tools are used, then basic compliance with lighting standards can be checked, but nuanced lighting needs such as playability and glare assessment fail

Engineering Contradiction:
Improveevaluation capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates a multi-functional lighting design software that combines traditional photometric compliance checking with advanced photorealistic rendering capabilities. The same 3D rendering engine that provides photorealistic visualization also enables assessment of playability, glare hazards, and coverage gaps. This universal approach allows a single system to perform multiple evaluation functions that were previously required from separate tools.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS10489968B1Apparatus, method, and system for three-dimensional (3D) visualization of light for evaluation of playability, glare, and gaps
Publication Date: 2019.11.26 MUSCO CORP
  • US10489968B1 patent drawing
  • US10489968B1 patent drawing
  • US10489968B1 patent drawing

AI summary

A new lighting design tool is presented whereby existing lighting designs can be modified to produce photorealistic virtual representations of light projected from virtual lighting fixtures (or other virtual light sources). Said photorealistic virtual representations of light are modeled in three dimensions and a user can toggle between evaluation modes (beam based or object based) so to evaluate such issues as playability, glare, and gaps in lighting coverage (as well as the more typical review of spill light, aiming angles, min/max levels, etc.)—in three dimensions, and in a format that provides a strong visual cue to a user so that, in essence, what they see in a virtual lighting design is what they will get in an installed lighting system.