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Adaptable classroom lighting for pedagogical activitiesBolt, Ellinor January 2021 (has links)
Classroom lighting has been installed in the same way since the 1960s, in straight lines offluorescent tubes, even if the teaching values have changed remarkably. There is a need for knowledge exchange that bridges lighting design theory and pedagogy and studies on how the current situation impacts education. Furthermore, there are few studies on new ways of illuminating classrooms. This thesis explores two case studies: one standard classroom built in the 1960s and a classroom redesigned in 2020 with adaptable lighting. The two case studies are used to derive a design concept that can be installed in any standard classroom. Moreover, during the autumn and winter in Sweden, electric light is crucial to support circadian rhythms, and there is a need for adaptability and change throughout the day.
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Real-time Realistic Rendering Of Nature Scenes With Dynamic LightingBoulanger, Kevin 01 January 2008 (has links)
Rendering of natural scenes has interested the scientific community for a long time due to its numerous applications. The targeted goal is to create images that are similar to what a viewer can see in real life with his/her eyes. The main obstacle is complexity: nature scenes from real life contain a huge number of small details that are hard to model, take a lot of time to render and require a huge amount of memory unavailable in current computers. This complexity mainly comes from geometry and lighting. The goal of our research is to overcome this complexity and to achieve real-time rendering of nature scenes while providing visually convincing dynamic global illumination. Our work focuses on grass and trees as they are commonly visible in everyday life. We handle geometry and lighting complexities for grass to render millions of grass blades interactively with dynamic lighting. As for lighting complexity, we address real-time rendering of trees by proposing a lighting model that handles indirect lighting. Our work makes extensive use of the current generation of Graphics Processing Units (GPUs) to meet the real-time requirement and to leave the CPU free to carry out other tasks.
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MIDDLA makerspacedynamics in lightingBecker, Jonas Johannes January 2019 (has links)
This thesis report deals with the meaning of dynamics in lighting in context of the current state oflighting technology and how certain aspects of those can be applied to a specific space.Former studies discovered that biophilic aspects in design can create great benefits for the usersof a space. Natural elements is what we humans most affiliate to. Based on those findings I implementedaspects of dynamics in lighting into my design proposal assuming to be able to give theusers of the MIDDLA space benefit by recreating some degree of ‘virtual biophilia’.MIDDLA is the laboratory of the Media Technology and Interaction Design department of KTH.Characteristics of these facilities are unique as it is located in the attic floor of the oldest buildingon campus which is rather restricted in terms of daylighting and room clearance. Focus is put onthe corridor to evolve into an extension of the laboratory itself as a study area.Future post-occupancy research could be worthwhile of being conducted in combination with furtherdevelopment of the lighting design.
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IMPLEMENTERING AV PHONGLJUSSÄTTNINGI 2D-SPELMILJÖSetterberg, Joel, Elsgard, Jonatan January 2014 (has links)
Under de senaste åren har en ny trend inom spelindustrin uppstått då en stor del av spelen har gått tillbaka till de tvådimensionella miljöerna som var vanligare i tv-spelens barndom, detta tack vare att mobiltelefoner och deras spel har tagit allt större plats på marknaden och de är ofta tvådimensionella på grund av sin begränsade hårdvara. De tvådimensionella spelen har enligt tradition inte haft någon dynamisk ljussättning, utan de har bestått utav färdig grafik med förutbestämda intensiteter vilket gör att spelen kan se platta ut. Men inom andra områden av spelindustrin, framförallt tredimensionella spel, har utvecklingen av dynamiska ljussättningsmetoder kommit långt. Problemet med dessa metoder är att de kräver objektens normaler, vilka normalt inte finns tillgängligt i tvådimensionella bilder. Idag är mobiltelefonerna kraftfulla och klarar av mycket tyngre beräkningar än vad de gjorde för bara några år sedan. Därför undersökte vi möjligheten att implementera dynamisk ljussättning i ett tvådimensionellt spel på androidbaserade mobiltelefoner. För att genomföra detta krävdes också att vi undersökte metoder för att generera normaler för tvådimensionell grafik. För att ett fullständigt spel skulle kunna skapas så implementerades också saker som kollisionshantering, artificiell intelligens och procedurell generering av banor. / In recent years, a new trend in the gaming industry has emerged since a large part of the games have gone back to the two-dimensional environments that were more common in the early days of the video games history . This is due to mobile phones and their games have taken more and more space on the market and they are often two-dimensional because of the limited harware. The twodimensional games have traditionally never had any dynamic lighting , they have consisted of premade graphics with predetermined intensities , which means that the games may look flat. But in other areas within the gaming industry, especially three-dimensional games, the evolution of dynamic lighting techniques have come a long way. The problem with these methods is that they require the object's normals, which are not normally available in two-dimensional images. Today mobile phones are powerful and capable of much heavier computations than they did just a few years ago. Therefore, we examined the possibility of implementing dynamic lighting in a twodimensional games on Androidbased mobile phones. To accomplish this it required that we investigated methods to generate normals for two-dimensional graphics. In order to create a full game we also implemented features such as collision handling, artificial intelligence and procedural generation of maps.
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