The ipRGCs in the human eye mediate several effects on people, such as alertness and circadian rhythms. The spectral, temporal and spatial characteristics of light influence the magnitude of these effects. To facilitate the anticipation of the ipRGC-influenced light (IIL) responses in building design, new simulation tools are needed. This paper presents an extension to the open-access simulation tool Lark, available as a plugin to Grasshopper for Rhino. The proposed extension includes a set of additional options, components, and templates that incorporate currently available knowledge on the IIL responses. The applicability of the extension is demonstrated in a simulation workflow.
Light affects many aspects of human physiology, through the non-image-forming (NIF) pathway. To account for this pathway, lighting design simulation tools need to combine several luminous and temporal factors to predict how architectural and lighting design decisions affect eye-level light exposure. Based on a systematic literature review, containing 55 journal and conference papers, the state-of-the-art towards implementing lighting beyond vision in computer simulation workflows for building design is presented. The review shows that, while interest in simulating the NIF effects of light on people is increasing, there is not a common method to perform these simulations. Gaps were identified in the currently available simulation workflows in relation to metrics, software and approaches for predicting NIF effects of light in the context of the building design.
As the interest in design applications related to responses to light beyond vision is growing, two simulation tools, ALFA and Lark, have been developed to incorporate spectral characteristics of light in the evaluation of indoor lighting conditions. The spectral characteristics of light are of particular relevance when studying ipRGC-influenced responses. This paper aims to assess the reliability of these tools in predicting indoor spectral irradiance specifically from electric lighting. Spectral irradiance was measured under three indoor electric lighting scenarios and compared against spectral irradiance simulated in ALFA and Lark. While the outcomes of the study tend to show that ALFA is both more accurate and faster, rather large errors were found for spectral irradiance (-28.6% to 33.4%). In comparison to a prior study focusing on daylighting, these results seem to indicate that spectral simulations of electrically lit scenes are generally less accurate than those of daylit scenes with these tools.
Light via our eyes influences visual performance, visual comfort and visual experience, but also affects several health related, non-image-forming (NIF) responses. New metrics have been developed to quantify the NIF effects of light. In order to incorporate these in lighting design practice, simulation tools are required that are able to process information about the spectral distribution of light sources and materials. However, most of the tools currently used for daylight and electric light simulations simplify the spectrum into RGB (Red, Green, Blue) colour values. This paper presents an overview of the currently used programs for simulating the NIF effects of light in building design and discusses the possibility of using existing spectral rendering software as an alternative. A review of literature shows that mostly Radiance or Radiance-based programs have been used so far, but new user-friendly tools could employ existing spectral rendering tools. As the NIF effects of light gain greater importance in lighting design, new simulation workflows are needed. This paper aims to support the development of future workflows by presenting the current state-of-the-art.
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