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Svítidla a aplikace s Power LED zdroji / Luminaires and Applications with Power LEDsVaňko, Adam January 2011 (has links)
Progress in development of modern LEDs, their long lifetime and high luminous efficacy predetermine them for usage in lighting systems. This master's thesis examines possibilities of application of LEDs in luminaires, parameters of diodes and problems, which can appear in construction of luminaire with LED lighting source. In the practical part of this thesis a luminaire is designed, capable of illuminating traffic signs, vertical surfaces, billboards and fasades. By standards required parameters of a lighting system and adaptability of application must be considered in complex predesign. Simulations of lighting scene, created in special computer software, measurements of optical point’s parameters and construction of real luminaire model using high quality CREE LEDs, are included in analysis of the problem. Parameters of the luminaire were proved by measurements of product’s attributes at light laboratory. There are also some suggestions for improvement and further development of the product.
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Realistické zobrazení budovy s proměnným osvětlením / Realistic Rendering of a Building with Varying Lighting ConditionsNavrátil, Jan January 2008 (has links)
This paper is focused on realistic rendering of interior environments with varying lighting conditions. It proposes methods of setting properties of light sources to achieve a specific scene appearence. It mainly works with light comming from a sky and sun to the scene and describes this light in relation to weather conditions, time of day and overcast factor. The goal is creating easily configurable system in which a single parameter change leads to significant change of lighting conditions. All these changes should be presented in a short video.
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Fotometrie a spektroradiometrie zapouzdřených LED čipů / Photometry and spectroradiometry of LEDsVysoudil, Martin January 2012 (has links)
This thesis deals with the processing of light technical parameters and performance of key LED chips for their applications in lighting systems. The aim is to create a laboratory model for measuring the qualitative and quantitative parameters of highly luminous light LED emitted depending on the angle, using a spherical integrator 0.3 m, goniometer and fiber spektroradiometr /luxmeters. Goniometer is designed using modular optomechanical parts company Thorlabs. Due to the current passing through the LED chips heat up considerably. To light LED chip parameters tested were not affected by heat from the chip is required to pay the heat generated by a passive radiator. Another part of this thesis is the reconstruction of an older model spherical integrator. Reconstruction must be undertaken so as to ensure sufficient cooling again tested LEDs. Light scattered in the ball of the integrator is led by the optical cable to the spektroradiometr that are subsequently recorded its parameters. The second element used to measure the light produced by the LED source is photocell. Spherical integrator must be appropriately modified to indicate the two measuring elements and also meet the standards of determining the correctness of measurement. At the end of the measurement results will be compared with catalog values provided by the manufacturer.
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A Physically Based Pipeline for Real-Time Simulation and Rendering of Realistic Fire and Smoke / En fysiskt baserad rörledning för realtidssimulering och rendering av realistisk eld och rökHe, Yiyang January 2018 (has links)
With the rapidly growing computational power of modern computers, physically based rendering has found its way into real world applications. Real-time simulations and renderings of fire and smoke had become one major research interest in modern video game industry, and will continue being one important research direction in computer graphics. To visually recreate realistic dynamic fire and smoke is a complicated problem. Furthermore, to solve the problem requires knowledge from various areas, ranged from computer graphics and image processing to computational physics and chemistry. Even though most of the areas are well-studied separately, when combined, new challenges will emerge. This thesis focuses on three aspects of the problem, dynamic, real-time and realism, to propose a solution in form of a GPGPU pipeline, along with its implementation. Three main areas with application in the problem are discussed in detail: fluid simulation, volumetric radiance estimation and volumetric rendering. The weights are laid upon the first two areas. The results are evaluated around the three aspects, with graphical demonstrations and performance measurements. Uniform grids are used with Finite Difference (FD) discretization scheme to simplify the computation. FD schemes are easy to implement in parallel, especially with ComputeShader, which is well supported in Unity engine. The whole implementation can easily be integrated into any real-world applications in Unity or other game engines that support DirectX 11 or higher.
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