Sanity Testing BSDFs


When simulating light transport with light-backwards raytracing, complex macro- or micro-geometry that obfuscates light sources -- especially a small, intense light source such as the sun -- generally cause the alrogithm to break down, leading to gross error. In other words, when doing a lighting calculation, nasty bits at the window can cause the calculation program to take a shit. In recent years, the Radiance lighting simulation system has been adapted to support lighting simulation of complex fenestration systems (a.k.a. nasty bits at the window), by way of the so-called Radiance Three Phase Method. At work, my co-workers and I are integrating this simulation method into OpenStudio, to allow designers and engineers to more accurately simulate the effects…

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