Light
Pen
Sketch input
in 3D to a knowledge based lighting systemSketching light in 3D
Paper ID:
F_999Thomas
Jung, Mark D. Gross, Ellen Yi-Luen. Do
NO Affiliation is required
for full paper submissionDesign Machine Group, University of Washington,
Seattle
Keywords: Lighting design, knowledge-based system, sketching, 3D virtual environment
Abstract: We describe a lighting design system based ondriven by sketching on 3D
virtual models. Conventional
lighting design tools simulate the lighting effects of design decisions such as
window locations, surface treatments, and fixture placement. Light Pen takes the inverse approach by
allowing the designer to indicate desired illumination on a 3D model. This Conventional lighting design
tools simulate the lighting effects of design decisions such as window
locations, surface treatments, and fixture placement. Light Pen takes the
inverse approach by allowing the designer to indicate desired illumination. This serves
as input to a knowledge-based lighting design system, which recommends solutions on what light to
use and where to place it. Light Pen does not attempt to
produce an accurate depiction of the space to be lit; rather it proposes
lighting design options based on the designer's expressed intentions and on the geometry ofLight Pen the space. serves
as input to a knowledge-based lighting design system, which recommends what
lights to use and where to place them,. Light Pen does not attempt to produce an accurate
depiction of the space to be lit; rather it proposes lighting design options based on the designer's expressed intentions and
on the geometry of the space.
1 MOTIVATIONS
Architectural lighting design is an important
area of expertise that has implications for
health, safety, and sustainable energy use. Until recently, lighting design has been viewed as a
specialty area in building design but over the last twenty yearsÑand especially
since the California energy crisis of 2001Ñlighting design has gained prominence as,
increasingly, codes and guidelines for public buildings push for more
economical, ergonomic,
and efficient lighting systems.
Much has been accomplished by adopting more efficient lamps (such as
compact fluorescents) and switching systems and by recognizing the potential
for using daylighting in place of electric lighting. In addition to these
technical solutions, lighting design itself can help: by placing
illumination where it is needed rather than simply illuminating an entire space
at work-light levels. Here is
where lighting design expertise comes into play, and hence, intelligent support for lighting in computer aided design.
Computer support for architectural lighting design has been improving steadily
since the early days of computer graphics [Greenberg 19761974, Blinn 1976, Newell 1977], growing out of
energy simulation programs such as DOE-2 and photorealistic rendering
techniques that enable a designer to propose and then simulate design configurations. Work on improving the
simulation of lighting effects using, for example, ray tracing and radiosity techniques, has progressed,
to the point where lighting design applications (e.g., Lightscape, EcoLumensLumen Micro) are used in
professional lighting design alongside traditional physical simulations.
Although simulation applications
systems
help lighting designers
understand the consequences of proposed configurations, they they also require the lighting designer to
specify a complete configuration of lamps and identify the colors, surface
treatments, etc. of the architectural geometry. When we asked a professional lighting designer about using
these simulations she indicated that although they are useful, "lighting
designers really paint with light. What we'd really like to do is paint on the surfaces of the
architectural model; then we work backwards, figure out where to put lamps to
get the effect we want." [ref: personal communication, Erwine, 2002]
Light Pen is a working prototype that lets
designers sketch with light. It uses sketching in 3D as input to a
knowledge-based lighting design decision-support system. The designer specifies where the illumination
should beis desired by sketching
directly on surfaces in a 3D model, and Light Pen selects and , places and visually indicates the
light sources and then
visually indicates their effects. However, it doesnÕt attempt to
accurately represent the space lit. When that is desired, the designer can produce
renderings by transferring the model (along with the fixtures and their
locations that Light Pen has helped select) into an accurate light rendering
program such as Radiance or Lights
cape.
The Light Pen system also
illustrates a more general
idea: using sketching and diagramming to interact with knowledge-based design systems. Earlier work explored this idea in two
dimensions: posing queries to visual databases [ref] and setting
scenarios for simulations [Gross and Do 2000ref]; here we extrapolate this work to sketching on
a three dimensional model. Light Pen therefore comprises two components: SPenSpace Pen, a system we
built earlier for annotating computer graphics models on the Web [xxx Jung 2001] and Lux, a
simple knowledge-based expert system for lighting design decisions that we built built just to illustrate
this idea. Figure 1 shows the Light Pen structure, with a main
java Java applet including the SPen
implementation and Lux. The light
fixture database is an external file the applet loaded by the
applets as needed. Other The system also interacts with
other external files exist likesuch as the VRML
description of the model or and the library of symbols that SPen can recognize.

Figure 1. Light Pen's internal structur
e
In the following sections we first describe a
motivating scenario in lighting design and , then review
related work in this area, outline the SPen annotation
system and the Lux knowledge based design system, and then describe how the two
parts work together as a whole system. We then outline the system and its different
components: Space Pen to view and draw in 3D, the Geometry Analyzeryser module and the Lux knowledge-based system. We
conclude with a discussion and identify directions for future work.
2 SCENARIO
Consider an architect designing a house. The
architect designs and models the building using a conventional 3D modeler like
Form¥Z or ArchiCad and saves it in VRML format. The architect then imports the
model into Light Pen to select and position lighting fixtures. After walking
around the model the architect, deciding that the kitchen
counter, as a working surface should be illuminated independently than from the rest of
the kitchen, picks up the light pen and paints sketches on the counter top of the counter (figure 2).


Figure 21. The designer sketches light on top of the kitchen
counter (right). The left
frame indicates the designerÕs point of view..
Consider an architect designing
a house. The architect designs and models the building using a conventional 3D
modeler like Form¥Z or ArchiCad and saves it in VRML format. The architect then
imports the model into Light Pen to select and position lighting fixtures.
After walking around the model, the architect, deciding that the kitchen
counter, as a working surface, should be illuminated independently from the
rest of the kitchen, picks up the light pen and sketches on the counter top (figure 1).
The program registers the nearby surfaces and
the size and shape of the light drawing sketch mark and could proposes
2 two solutions for
illuminating the area. The first one is
a series of 3 three spotlights directed toward the work
surface and , aligned along the counter
(Figure 32, left). The second solution is a pendant light
close to the work surface illuminating mainly the center of the counter (Figure 2, right). ** later on I'd like to know
how the system handles alternative design solutions and allows the architect to
view them and select one. ** The
architect chooses the first solution and the Light Pen system adds the lighting
fixture to the model and diagrammatically indicates its
illumination pattern.


Figure 32. Light Pen proposes a
series of spotlights
(left) or a pendant light (right) above the working surface..
The fixture appears on the floor plan as well. EventuallyIn a future version, theThe architect could would then request energy
consumption and pricing information about the fixtures that Light Pen has
selected, from a manufacturer-supplied database. Other solutions can be found
for illuminating the entire
kitchen area or a painting on the wall. Each time the system selectsfinds
appropriate lighting fixtures
according to the geometry
of the surfaces that the light is painted on.
Our first prototype of Light
Pen can already choose and display a few lighting
fixtures. Multiple options and energy or pricing information are still to be implemented.
3
Related
work
Since the early 1970s computer graphics
research has constantly continually improved techniques to accurately
render lighting effects in computer generated images. Today
products such as Radiance or and Lightscape achieve excellent simulation
of either
both daylighting orboth daylighting and
artificial lighting effects. However, rendering such images
is still processor-intensive and time-consuming. Renderings Accurate renderings still
cannot be generated in real time; therefore they can only be produced for still
images or movies. Some research teams continue to work to Efforts are underway to optimize the
light simulation process (e.g., by parallelization) in order to perform
accurate renderings for real-time interactive 3D worlds [Robertson, 1999].
Light Pen operates in a
real-time 3D environment. The current version of Light Pen provides
diagrammatic illumination rendering to illustrate the characteristics of a
lighting solution rather than high fidelity rendering effects. Eventually,
however, as in Light-Sketch [Glaser 2003], Light Pen could connect with high fidelity
simulators to render a more accurate representation of the space with proposed
alternative lighting solutions. LightSketch [Glaser 2003] is a 2D interface that enables a user to sketch light symbols (electric lighting and windows) and render the effects using a third party renderer such as RADIANCE.
Light Pen
operates in a real-time 3D environment, but its lighting representation does
not aim for high fidelity; rather Light Pen's diagrammatic illumination rendering
merely aims to help a designer quickly grasp
the lighting characteristics of a solution. (After all, in Light Pen the
designer specifies the desired illumination in the first
place). Eventually, however, Light Pen could work together with high-fidelity
simulators to render a more accurate representation of the space with the
alternative lighting solutions it has proposed.
In Light Pen's 'reverse lighting
calculation' the designer specifies the position
of the illumination, rather than the position of the light sources. Others have
also followed this approach. Schoeneman
and Dorsey's The
"Painting with Light" system [Schoeneman et al., 1993] calculates
the intensity and color of a light source (at a given position) needed to
produce a desired illuminating effect that the user paints on the surfaces of a
3D model. It then produces a precise representation of the space with the
calculated light features. However, that system is designed only to calculate
intensities and colors for theatrical lighting with fixed position light
sources. Light Pen, on the other handin constrastcontrast, uses a simple
knowledge based system to select and locate appropriate light fixtures in an
architectural spacea building.
Poulin et al. [Poulin, 1997] sketch
shadows and highlights on a 3D model to find the position of the most
appropriate light source. However, their system has only one kind of light (a
basic point light) and the position of the light source is mainly determined by
the size and location of the shadow. There isIt has no knowledge based system or fixture
database
behind it. In the same vein the system of Ayatsuka et al.
[Ayatsuka,
1996] positions objects (spheres) in 3-D given the location of shadows produced
by three fixed light sources. Light Pen uses sketched highlights, the
surrounding architectural geometry and a preset light database to propose the types and positions and lighting
typesof
architectural lighting .
Light Pen is
a graphical interface to a knowledge-based system on for lighting design. Knowledge
based expert assistants for the engineering aspects of architectural design
were the topic of considerable research in the 1980s. F, for example: the HI-RISE
supported the selection and dimensioning of structural systems [Maher 1985], and SOLAREXPERT supported
solar design tasks [Rosenman 1987] and energy and. thermal behavior of buildings [Brown1995]. Most suchThese systems, however, were not integrated into a 3D
sketching environment. In lighting design, products such as EcoLumens [5www.tatainfotech.co.in] or and LightCalc [6www.lightcalc.com] propose alternative
lighting of a whole building. These programs' knowledge systems are based on tasks or energy efficient considerations. **
what does that mean? ** You
specify the size of your (rectangular) room,
tell the system what kind of room it is (bedroom, hall, office,
etc.) and the system displays a solution. You can then adjust by specifying
energy consumption or cost, and the system will propose a new lighting fixture.
Solutions for
placing the lights are
limited to a few simple options.
1
They
work on one (rectangular) room at a time with a simplistic 2D representation of
the space and illumination solutions.
4
SPenSystem overview
Light Pen is a Java applet bringing together Space
Pen in Java3D and Lux, which is implemented in Java. The virtual model is in
VRML format and imported in Java3D through the VRMLLoader class; a Java library
for VRML objects developed by the x3d task workgroup. Once converted to Java3D,
the system must prepare the model to be drawn on by activating the picking
capabilities of all its surfaces.
Figure 3 shows the internal structure of the Light Pen
system, with its three main components: Space Pen, to import the 3D VRML model
and draw on it, the
Geometry Analyzeryser module to query about the modelÕs surfaces, and Lux, the knowledge based system that will
choose and position light fixtures.

Figure 3. The Light Pen components, including the Geometry
Analyzeryser module.
Let us begin by explaining how Light Pen
understands a Òlight objectÓ (the sketch mark that the designer makes to
indicate where light is desired) and the surfaces on which that light object is
drawn. When a user marks on the model with the Light Pen, the system saves the
geometry of the mark (coordinates, normals, size, and ink) and registers all
the surfaces on which the mark has been made. Light Pen then analyses the
registered surfaces in relation to each other and to surrounding surfaces. One
might think that only seldom does a drawing touch more than one surface.
However, if the user wants to indicate that an entire room is to be illuminated, it is likely that several
surfaces of the room will be painted with the light pen. Also, when the model
is transferred into VRML it is usually triangulated, so what appears as a
single surface in the 3D environment is likely to be composed of several small
triangulated surfaces. However, in most cases the registered surfaces for each
light object can be reduced to a small set of coplanar ones.
Lux is a knowledge-based system for choosing and
placing a lighting fixture. It demonstrates in principle how aspects of
lighting design expertise can be represented in a set of condition-action
rules. However, it is a simplification of a real lighting designer's expertise.
The Lux expert system takes into account both the geometry of the light object
and different aspects of the registered surfaces to determine which light
fixture to deploy and how to deploy it.
4.1
Space Pen
Light Pen is built on top on a previous system we built called SPenSpace Pen. SPenSpace Pen is a
collaborative tool that supports sketching on 3D web models. Architects and
their clients communicate by sketching annotations on a 3D virtual model posted
on the SPenSpace Pen web site.
Clients and other team members can view their project in 3D before it i's built and leave
comments as post-it notes or drawings directly within the 3D environment.
Later, designers can review those comments and modify the project accordingly.
SPenSpace Pen is above all an annotation system.
The user can draw objects and symbols on any surface of the model. Sketched
annotations can beare saved in VRML format for future reviewers
to see. Post-it comments are indicated in the model as yellow boxes and a
visitor can participate in a threaded discussion by clicking on a comment and filling typing in the reply text
field.
** this paragraph and the following sentence about
'drawing on existing surfaces - is interesting and explains what Space Pen
does, but it doesn't seem to have anything to do with the Light Pen
system. Is there any way to make this paragraph more
meaningful in the context of the current paper? ** SPen can recognize, (and therefore "beautify")
symbols such as rectangles, circles, triangles or arrows. This is used mainly to represent more accurately the visitorÕs intention, as it is
still difficult to draw with a pen tablet or a mouse. However, in a future implementation, each recognized symbol may be associated with a specific
command within SPen. For example, drawing an arrow next to an object could move that object.
Sketches in SPen are made on existing surfaces, or in the space by first
generating a temporary drawing surface. Space Pen serves also as a navigation browser in a
3D environment. It
automatically computes and displays a floor plan of the space and indicates the userÕs position and orientation. Light Pen uses Space
PenÕs environment and capabilities to navigate in the 3D virtual model.
Navigating in a 3D space can be challenging for
novice users, and even for more experienced designers. None of the existing VRML browsers were
adequate, so we built a simple 3D browser into SPen using the
Java3D classes that support VRML data format. To facilitate navigation through a 3D virtual world, SPen indicates
the visitor's position in the floor plan, displayed on the left
frame of the window. The floor plan is calculated directly from the 3D model
and as the visitor moves up or down SPen regenerates
the plan at the current visitor's eye level.
The visitor's location is saved
as a viewpoint with each new annotation or comment. This provides another way
to quickly navigate through the model, by clicking on each viewpoint marker on
the floor plan window.
In The Light Pen the system adds
a viewpoint with every lighting fixture it proposes. The designer can use these viewpoints
to quickly find and examine the added lighting fixtures.
Lux
Lux is a
simple knowledge-based
system for lighting design decisions. We built Lux only to illustrate how one
might link the SPen to an expert system. Lux takes
into account the geometry of a 3D model to make decisions about artificial
lighting. The first implementation of Lux is linked to a database of light
fixtures to choose from. The light fixture database is a separate text file
containing a list of available lights with their characteristics such as type,
intensity, color and; these could eventually be extended to include cost or and energy
consumption.
Each time the designer makes a light mark on a
surface, Light Pen analyses its geometry and its relation to surrounding
surfaces. Each surface is given labeled with a type, such as work surface, ceiling, wall or
floor. Lighting designers seek to provide a lighting level appropriate to the
activity that will take place in the space. The IESNA Lighting Handbook [ref] identifies
three different type of lighting: Ambient, Task and Accent. Ambient lights
concern a whole space, task oriented lighting is designed for highlighting a
certain work area, whereas
accent lighting draws attention to a certain object like such as a painting or
sculpture. According to the surface type and to the light
sketch, Lux determines what type of lighting is needed (ambient, task or
accent) and then proposes an appropriate lighting fixture to illuminate the
chosen surface.
Lux also proposes locations for the lighting
fixtures considering the position of the illumination sketch in the model and
the availability of Òceiling
surfacesÓ (or surfaces considered as ceilings) nearby.
SYSTEM OVERVIEW
Light Pen is a Java applet bringing together SPen in Java3D
and Lux, which is implemented in Java. The virtual model is in VRML format and
imported in Java3D through the VRMLLoader class; a Jjava library
for VRML objects developed by the x3d task workgroup. Once converted to Java3D, the model
must be prepared for drawing on it by activating the picking capabilities on of all the its surfaces.
The
configuration of the space and the
user's intentions on where illumination should be are two important inputs to the
lighting designÕs decision-making process. Expert lighting designers also base
their decisions on additional considerations, such as the building purpose (a
hospital room is not lit like a private house bedroom or a classroom) or the
surface materials used. However, the current version of Lux considers mainly
the surrounding architectural geometry of the light sketch, but future
work will explore that area.
Lux is a simple knowledge-based
system for choosing and placing a lighting fixture. It demonstrates in
principle how aspects of lighting design expertise can be represented in a set
of condition-action rules. However it is a simplification of a real lighting
designer's expertise.
Let us begin by explaining how Light Pen
understands a Òlight objectÓ (the sketch mark that the designer made to indicate
where light is desired) and the surfaces on which that
light object is drawn. When a user marks on the model with the Light Pen, the
system saves the geometry of the mark (coordinates, normals, size, and ink) and
registers all the surfaces on which the mark has been made. Light Pen then
analyses the registered surfaces in relation to each other and to surrounding
surfaces. One might think that only seldom does a drawing touch more than one
surface. However, if the user wants to illuminate an entire room, it is likely
that several surfaces of the room will be painted with the light pen. Also,
when the model is transferred into VRML it is usually triangulated, so what
appears as a single surface in the 3D environment is likely to be composed of
several small triangulated surfaces. However, in most cases the number of
registered surfaces for each light object can be reduced to a small set of
coplanar ones.
Lux is a knowledge-based system for choosing and
placing a lighting fixture. It demonstrates in principle how aspects of
lighting design expertise can be represented in a set of condition-action
rules. However, it is a simplification of a real lighting designer's expertise. The Lux
expert system takes into account both the geometry of the light object and
different aspects of the registered surfaces to determine which light fixture
to deploy and how to deploy it.
The configuration of the space and the user's intentions of where to
illuminate it are two essential inputs to the lighting designÕs decision-making
process. Expert lighting designers also base their decisions on additional
considerations, such as the building purpose (a hospital room is not lit like a
private house bedroom or a classroom) or the surface materials used. However,
the current version of Lux considers mainly the architectural geometry
surrounding the area to be illuminated.
The Lux expert system takes into account both the
geometry of the light object and different aspects of the registered surfaces
to determine which light fixture to deploy and how to deploy it.
4.2
The ÒGeometry
AnalyzeryszerÓ module
Light Pen analyzes some characteristics of the
light sketch the designer drawsn (its shape, size, location,
etc.) and
as well as the
configuration of the surrounding surfaces. The goal is to identify every surfaces composing the model, not
only by its
their coordinates
and appearance but also by its their functions and common names. For example, Light Pen would recognize a vertical
surface with a transparent material as a window. ** Can it do
this now? How hard to do this? It
would be nice...** A horizontal surface placed at
a height higher than 0.7 meters (and lower than 1.2 meters) from the floor is
likely to be a desk or some kind of work surface. By knowing identifying the kind type of object the user is
drawing on, the Light Pen system can make better suggestions about what light
fixture to choose.
Among the surface characteristics evaluated by
the Geometry Analyzeryszer Module are height, size, orientation and coplanarity of the surface, existence of a ceiling nearby and distance to the ceiling Analyzer
module are co planarity, orientation, existence
of a ceiling nearby, distance from the surface to the ceiling, and height and
size of the surface. The GeometryThe Geometry Analyszer module returns boolean values
that Lux subsequently uses to infer the appropriate lighting solution. Each
surface characteristic is calculated in its own method and every
time a the designer draws a new
light mark is drawn.
4.3
Knowledge
Based System: Lux
Lux is a simple knowledge-based system for lighting design
decisions. We built Lux only to illustrate how one might link the Space Pen to
an expert
decision-support
system. Lux takes into account the geometry of a 3D model to make decisions about
artificial lighting. The first implementation of Lux includes a database of light fixtures
to choose from
within the applet. In the next version, the light fixture database would be a separate text file containing a list of
available lights with their characteristics such as type, intensity or color.
Each time the designer makes a light mark on a
surface, Light Pen analyses its geometry and its relation to surrounding
surfaces. It labels each surface with a type, such
as work surface, ceiling, wall or floor. Lighting designers seek to provide a
lighting level appropriate to the activity that will take place in the space.
The IESNA Lighting Handbook [IESNA 2000] identifies three different types of lighting: Ambient, Task and Accent. Ambient
lights concern a whole space, task oriented lighting is used to highlight a certain work area,
whereas accent lighting draws attention to a certain object such as a painting
or sculpture. According to the surface type and the light sketch, Lux
determines what type of lighting is needed (ambient, task or accent) and then
proposes an appropriate lighting fixture to illuminate the chosen surface.
The configuration of the space
and the userÕs intentions of where to illuminate it are two essential inputs to
the lighting designÕs
decision-making process. Lux Lux uses a set of decision rules to first identify determine which lighting
fixture to use and then
its position. The first rule concerns the co coplanarity of the
registered surfaces. If the surfaces are not coplanar, the system infers that it is a global larger space that needs to
be lit. It must then find an ambient lighting system capable of lighting an
entire space. It can probably eliminate direct spotlights from the list of
possible fixtures, as spotlights being are more often used as for task or accent
lighting.
To better understand the rest of the knowledge
system letÕs consider the scenario above where the user wants to illuminate a
kitchen counter (figure 2). Figure 4 (below) shows the decision tree that drives the
current Lux implementation. The arrows along the tree show the decision process
for our scenario of lighting the kitchen counter.
As before, the system first
determines that the surfaces on which the user has drawn (the counter) are
coplanar. Then Light Pen checks the orientation of the surface. (A vertical
surface wonÕt require the same illumination as a horizontal one.) The counter
is horizontal. Light Pen then checks whether there is a ceiling (or any
horizontal surface) above the counter. If there is one (and in our scenario
there is), it checks if the surface is in a small enclosed space by calculating
how far the ceiling is from the surface. The kitchen counter doesnÕt qualify so
Light Pen then checks the height of the registered surfaces relative to the
surface on which the user is standing (which it assumes to be the floor). In
our case the illumination sketch was made on a kitchen counter 1 meter high
from the floor, which registers it as a work surface. In Light PenÕs knowledge
base, illuminating a work surface calls for a task light, so a task lighting
fixture will be needed. The last check concerns once again the distance to the
ceiling. Light Pen makes sure that the distance between the counter and the
ceiling is not longer than the maximum distance where the light fixture would
be effective. Because that distance is within the range of what, at least, one
lamp could illuminate, Light Pen could suggest
mounting either a spotlight or a fluorescent light under the cabinet above the
counter surface.

Figure 4. The decision tree used in the first
implementation of Lux.As before, the system will first
determine that the surfaces on which the user has drawn
(the counter) is are coplanar. Then Light Pen checks
the orientation of the surface. (A vertical surface wonÕt require the same
illumination as a horizontal one.) The counter is horizontal. Light Pen then
checks if theirs there is a ceiling (or some kind ofany vertical horizontal surface) above the
counter. If there is one (and in our scenario there is), it calculates
the distance from the counter to the ceiling to determine if it is a small- enclosed space. The kitchen counter doesnÕt
qualify for that so Light Pen then checks the
height of the registered surfaces relative to the surface on which the user is
standing (and therefore, most probably, thewhich it assumes to be the floor). In
our case the illumination sketch was made on a kitchen counter 1 meter high
from the floor, which registers it as a work
surface. In Light Pen, illuminating a work surface mean calls for a task light,
so a task lighting fixture will be needed. The last verification check concerns once
again the distance to the ceiling. Light Pen makes sure that the distance
between the counter and the ceiling is not longer than the maximum distance
where the light fixture would be effective. Because that distance is within the range
of what, at least, one light lamp could reachilluminate, Light Pen will suggest hanging mounting either a
spotlight or a fluorescent light under the cabinet over above the counter
surface. Both alternatives can later be
displayed graphically in the 3D model.
Figure 4 (below) shows the decision tree that
drives the current Lux implementation. This structure can be easily
changed in the code to reflect a more sophisticated lighting design decision
process.

Figure 4. The
decision tree used in the first implementation of Lux.
Looking at tThe Lux decision tree shows that , each type of light
fixture could
may be described chosen by a basic set of
rules on the surrounding geometry. Table 3 1 shows the set of rules conditions that drives
Lux to choose a pendant light over another type of light fixture. There is Cucurrently two
different sets of rules that will that both lead to a pendant light.: One is for a large
illuminated areaion
on the floor and in casewhen the above ceiling above is higher than the maximum reach throw of other light
fixtures. The other set of rules include respond to the need for a big large illumination sketched area over non-coplanar
surfaces and
with an existing ceiling
above.
Once Light Pen has decided which fixture to use, it
must decide where to place it. This depends, of course, on the fixture itself,
but also on some aspects of the geometry. For most cases (spotlights, pendant lights fluorescent lights), Light Pen finds the centre of the illumination
sketch, projects it up toward the ceiling, and places the light source there. ** the rules as they are written are difficult for
a reader to understand. Either we need to explain (walk the reader through) the
rules in the text, or add comments to the rules. Also it might
be a helpful idea to walk the reader through an example in the decision tree,
and maybe even highlight (or darken the lines of) a path through the tree that
we explain in the text. **

Table 31.
The decision rules for choosing a pendant light in Lux
Table 4 sum upshows the rules
for Light Pen to choose a spotlight kind of fixture.
Spotlights are chosen over other type of lighting fixtures mostly when the
illumination area is small or when the space where the light should be to be illuminated is enclosed.
Table 4.
The decision rules for choosing a spotlight in Lux
Light Pen combines a sketching interface (SPen), a
knowledge-based system (Lux) and a database of light fixtures. Although the
implementation is at a rathern early preliminary stage, and the
rules of the knowledge system are reflecting only a small
part of the decision process of a lighting designer, Light Pen demonstrates the
possibility of linking a how an expert system can be linked to a
graphical user interface, all that onin a java
applet, running over the Web.
THE
NEXT PARAGRAPH IS IN FUTURE TENSE AND THEREFORE NOT IMPLEMENTED YET (BUT IS IT CLEAR ENOUGH ? DOES IT NEED TO BE
CLEARER ?):
Light Pen combines a sketching
interface (Space Pen), a knowledge-based system (Lux) and a database of light
fixtures. Although the implementation is at a preliminary stage and the rules
of the knowledge system reflect only a small part of the decision process of a
lighting designer, Light Pen demonstrates how an expert system can be linked to
a graphical user interface, all in a java applet, running over the Web.
** We've
explained how the system selects a lighting fixture, but not how it decides
where to place the fixture. Can
this be briefly explained here?
5
DISCUSSION
and FUTURE work
Future developments of light Light pen Pen could may go develop in several
directions. We could further
develop further the knowledge-based system to reflect more
accurately reflect the
decision making of a lighting designer. OIn that case,
other elements must then be taken into account: The the material of the
surrounding surfaces (reflective surfaces, absorbing surfaces, etc.), the
location of the openings (windows, glass doors) or/and the building type. Buildings can be
categorized by their purpose, size, location, each of which would have an influences on the lighting decisiondesign: The illumination of
a hospital in Seattle does not follow the same ruleshas different requirements than from a classroom in
Casablanca or a private home
in Moscow.
We are currently also considering how to take into account the effects
of daylighting
on
a 3D model. We would like our system to
identify the skylights, the windows
and the sun path in the model in order to
make more informed decisions onabout the light fixtures and their locations. Dan GlaserÕs project [Glaser 2000] analyzes daylight inputs in a building and displays results in a two-dimensional
representation of the space.
Finally we could improve the Light Pen capabilities
by being able to not only specify the location of the illumination but also the
intensity or/and color of the light. In that matter, we would not only sketch
with light, but paint with light as Schoeneman and Dorsey [Schoeneman et al. 1993] proposed. Linked to our
knowledge base the system would be able to choose different fixtures and place
them automatically.We would like to extend our
Geometry Analyzer module to recognize and characterize each every surface of a randomny given building model of a building. At the current
stage of our implementationCurrently only a few surface type can be identifyidentified: Floor,
ceiling, walls (as vertical surfaces) and work surfaces. Windows, furniture,
stairs and other random elements are not yet
differentiated. Having the model described not only geometrically, but also
semantically would certainly simplify not only the light
paint algorithm but also other functions in SPen **
such as?** . More research needs to be done
in how to differentiate every element of a building using only geometrical and
material or texture information (the only information available in VRML
format). ** it is an
interesting and 'nice' problem to parse the 3d model for architectural
semantics, but it is also a large problem and it is quite beyond the scope of
LP. And, it may be that the next
generation of 3d modeling software for architecture will provide semantic
labels to the objects and surfaces.
In that case, building to get around VRML's limits is silly. So - this 'future work' seems
interesting but I wonder how seriously we want to discuss it here as something
we 'plan' to do.
** painting (rather than
sketching) with light : (a) setting the intensity of illumination (and illumination patterns), (b) setting the color
of illumination
** taking into account daylighting as well as
artificial lighting (windows, skylights), adding this to the knowledge based
system
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Ecolumen: www.tatainfotech.co.in
LightCalc: www.lightcalc.com