id |
caadria2021_098 |
authors |
Hegazy, Muhammad, Yasufuku, Kensuke and Abe, Hirokazu |
year |
2021 |
title |
Validating Game Engines as a Quantitative Daylighting Simulation Tool |
doi |
https://doi.org/10.52842/conf.caadria.2021.2.285
|
source |
A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 285-294 |
summary |
This study aims to investigate the accuracy of representing daylit spaces using game engine-based rendering techniques, compared to validated benchmark renderers and real-life measurements. Two daylit case studies- reflecting different complexity levels and spatiotemporal settings- were rendered in a game engine using a traditional rendering technique and real-time raytracing. Illuminance levels at selected points were measured in Unreal Engine and were compared to those calculated in a validated light simulation tool and an illuminance meter for the simplified and complicated case studies, respectively. In both cases, traditional technique cited a high variance in illuminance levels compared to the references. In the simplified model, real-time ray tracing showed the lowest average error compared to the validated simulation results. In the complicated model, the average error of such technique was close to that of the validated simulation, compared to the actual illuminance measurements. This study illustrates the added benefits of using real-time ray tracing in game engines over traditional ray tracers to offer an immersive and interactive experience of virtual daylit spaces, without sacrificing the quantitative accuracy of the simulated luminous environments. |
keywords |
daylight simulation; game engine; ray tracing; immersive virtual environments |
series |
CAADRIA |
email |
|
full text |
file.pdf (575,841 bytes) |
references |
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last changed |
2022/06/07 07:49 |
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