6-Unit V - Illumination
6-Unit V - Illumination
6-Unit V - Illumination
Illumination
2 Contents:
◆ Light:-
◆ Electromagnetic energy
◆ Radiated from a hot body
◆ Luminous Flux:-
◆ The total quantity of light energy
emitted per second
◆ Measured in lumens
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◆ Luminous Intensity:-
◆ Intensity of emission of luminous flux in specific
direction.
◆ Unit=Candela
◆ Illumination:-
◆ Lights falls on any surface, the phenomenon is
called Illumination.
◆ Measured in Lumens/m2
Lighting Schemes
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1. Direct Lighting:-
◆ About 90% to 100% of the total light flux is made to fall directly
upon the working plane ( falls downwards) with the help of
suitable reflectors.
◆ Most commonly used for internal lighting.
◆ Mainly used for Industry & general outdoor lighting.
◆ Disadvantage: Causes hard shadows and glare.
2. Semi-Direct Lighting
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◆ More than 90% of the total light flux is thrown upwards to the
ceiling for diffused reflection by bowl reflectors.
◆ Causes soft, glare-free, diffused illumination.
◆ Used for decorative purposes in cinemas, hotels, theatres, etc.
◆ Advantage; It gives a glarefree diffused
light flux with soft shadows.
4. Semi-Indirect Lighting:-
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◆ In this method the bulb and the reflector are made of diffuse glass,
so as to give uniform illumination in all direction.
◆ Causes diffused and glare-less lighting, same illumination in all
directions.
◆ Eg: Wall lights, Ceiling lights, dimmers and lower wattage lights,
fluorescent lights.
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I. Adequate illumination
II. Uniform light distribution all over the working
plane.
III. Light of suitable colour.
IV. Minimum hard shadow and glare.
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Factors affecting Lighting:
🠶 Shadow
🠶 Glare
🠶 Reflection
🠶 Stroboscopic effect
🠶 Colour Rendering
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🠶 1. Shadow
🠶 A shadow is a dark (real image) area where light from a light source is blocked by
an opaque object. It occupies all of the three-dimensional volume behind an object
with light in front of it.
🠶 Characteristics:
i) It depends on shape of the object. The shadow increases & decreases in
the ratio same as the shape of the object.
ii) It depends on source of light whether it is plane, parallel rays or
spherical.
iii) It depends on position of the object whether it is at infinite or
finite directions.
iv) It depends on the position of source of light. If the source of light is
kept closer to the object –the shadow will be smaller & if it is Farther
then, shadow will be longer.
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🠶 2. Glare
🠶 A Glare is the loss of visual performance or discomfort produced by an
intensity of light in the visual field greater than the intensity of light to
which the eyes are adapted.
🠶 Glare occurs when too much light enters your eye and interferes with
your eye’s ability to manage it.
🠶 Glare can be distracting and even dangerous and can occur day or night
in a number of ways.
🠶 Glare may come directly from a light source or be reflected.
🠶 Two types of Glares:
i) Discomfort Glare : Results in an instinctive desire to look away from
a bright light source or difficulty while seeing a task.
ii) Disability Glare : Caused by inter-reflection of light within the eyeball
Factors affecting Lighting:
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2. Glare… https://www.youtube.com/watch?v=PwHX
🠶 UGR: UGR (Unified Glare Rating) is a method of calculating glare from luminaires,
light through windows and bright light sources.
🠶 The UGR rating helps to determine how likely a luminaire is to cause discomfort to
those around it. For example, the discomfort that a LED Panel will cause the
workforce within an office. This classification ranges from 5 to 40, with low numbers
indicating low glare.
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🠶 3. REFLECTION:
🠶 When a ray of light approaches a smooth polished surface
and the light ray bounces back, it is called the reflection of light.
🠶 The incident light ray which lands upon the surface is said to be reflected off the
surface. The ray that bounces back is called the reflected ray.
🠶 Reflection factor:
The ratio of the total amount of radiation, as of light, reflected by a surface to the total
amount of radiation incident on the surface.
🠶 Aluminum polished: 65 – 75
🠶 Granite 20 – 25
🠶 Marble, polished 30 – 70
🠶 Plaster, light 40 – 45
🠶 Plywood, rough 25 – 40
🠶 Concrete, rough 20 – 30
🠶 Brick, red 10 – 15
🠶 Paint, white 75 – 85
Factors affecting Lighting:
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🠶 4. Stroboscopic Effect:
🠶 The Stroboscopic Effect in Fluorescent lamp is a phenomenon which causes
running or moving equipment to appear stationary or appear to be operating
slower than they actually are.
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🠶 4. Stroboscopic Effect:
🠶 The Stroboscopic Effect in Fluorescent lamp is a phenomenon which causes
running or moving equipment to appear stationary or appear to be operating
slower than they actually are.
🠶 It can be eliminated by:
🠶 1) Using 3 phase supply for lighting System
🠶 2) Using frequency controllers for the supply
🠶 3) using Twin tubes
🠶 Two lamps are connected parallel to the supply and the lamp is connect in
series with a capacitor or choke. Therefore there exist a phase difference
between 2 currents.
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🠶 5. Colour Rendering:
🠶 It describes how well the light render color in an object.
🠶 Color Rendering is expressed as a rating from 0-100 on Color Rendering
Index ( CRI).
🠶 How a light source makes the color of an object appear in human eye
and how well the variations in color shades are reveated.
🠶 Color Rendering relates to the object appear under a given light source.
This measure is called CRI.
🠶 Low CRI- Object color may appear unnatural
🠶 High CRI- Object color may appear more natural
🠶 Street Lighting- 2.2 ( Sodium Vapor Light)
🠶 Office- 62 ( Fluorescent Light)
🠶 Residential- 80-90 LED
95 Incandescent Light
80-85 CFL
🠶 https://www.khanacademy.org/computing/pixar/rendering/rendering1/v/overview-
rendering
General and Localised Lighting
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Electric lamps :-
A. Incandescent lamps
B. Discharge lamps
Incandescent lamps:-
1. Vacuum lamps
2. Gas filled lamps
1. Vacuum lamps 3. Halogen Lamp
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Defined as 1/60th of the luminous intensity per cm2 of a black body radiator at
the temperature of solidification of platinum (2045 °K)
It is the light energy radiated out per second from the body in
the form of luminous light waves.
Luminous Intensity
(I) or Candle-power
Mean Spherical
Candle-Power
(M.S.C.P.).
Mean Hemispherical
Candle-Power
(M.H.S.C.P.).
Reduction Factor
Illuminance or Illumination (E)
Lamp efficiency
Coefficient of utilization or utilization factor
Maintenance factor
Plane Angle
Solid Angle
Relationship between plane angle and solid angle
Laws of Illumination
or
Illuminance
Laws of Illumination or Illuminance
Laws of Illumination or Illuminance
Laws of Illumination or
Illuminance
Lambert’s Cosine Law
Illumination possible at a given point
Illumination possible at a given point
Illumination possible at a given point
Horizontal Illuminance
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• Maintenance Factor / Depreciation Factor
• Ratio of illumination under normal working conditions to the
illumination when everything in clean or when the luminaire is
installed.
• Always less than 1
• Due to the accumulation of dust, dirt and smoke on the lamps, lamps
emit less light than they emit when clean.
• Frequent cleaning will improve the maintenance factor.
• Greater if the lamp fittings are cleaned regularly (0.8)
• If much dust is accumulated, it is 0.6
• As a rule of thumb, 0.8 is chosen as a Maintenance factor.
Quick Consideration of Maintenance factor
Lamp Maintenance Total
Room Maintenance Factor for dirty Maintenance
Classification Factor lamp Factor
Very clean 0.09 0.85 0.9
Clean 0.9 0.9 0.8
Average 0.9 0.8 0.7
Dirty 0.9 0.7 0.6
Environment Activity or Task Area
1. Aesthetic Floodlighting
2. Industrial and Commercial
Floodlighting
3. Advertising
1. Aesthetic Floodlighting
Enhance the beauty of building at night on
festive occasion
Public places
Ancient buildings
Religious buildings
2. Industrial & Commercial Floodlighting
Illuminating
Railway yards
Sports stadium
Car parks
Construction
sites
Quarries
3. Advertising
The main difference between the flood light and the other
luminaire used in road lighting is the former aiming direction with
respect to the light intensity axis. That means, the road light
luminaire is always aimed at a particular direction on the road
surface spot wise. But flood light covers the wide range surface of
the aimed object like buildings, hording etc and it is defined to a
proper mounting position. Whereas road light luminaire cannot
cover wide range of road surface area.
Floodlighting Calculations
1 st Step : Illumination level required
depends on
Type of building
Purpose of flood lighting
Amount of conflicting light in the
vicinity.
Floodlighting Calculations, Illumination level required
Floodlighting Calculations
N – no. of projectors
A – Area of surface to be illuminated
E- Illumination level required in
lumens/m 2
Waste Light Factor
When illuminated by multiple sources, the
amount of light wasted on account of overlapping
and falling of light beyond the edges of the area
to be illuminated.
Multiply theoretical value of lumen with
1.2 for rectangular areas
1.5 for irregular areas, statues, monuments.
Depreciation Factor
Ratio of illumination under ideal condition to
the illumination under normal conditions.
Due to the accumulation of dirt and dust on the
reflectors and in the source of the projector,
reduce the light effectiveness.
50 – 100% more light must be provided so that
illumination is adequate at the interval between
the cleaning periods.
Coefficient of Utilization
beam factor.
Ratio of beam lumens to lamp lumens.
Range between 0.3 to 0.5.
As Light emitted by the projector is not along
the direction of beam but some of it is
absorbed by the reflector and by the front
glass.
Floodlighting_Numerical examples
The front of a building 45 m x 20 m is illuminated by twenty 1000- W lamps arranged so
that uniform illumination on the surface is obtained. Assuming a luminous efficiency of
18 lumens/watt and a coefficient of utilization of 0.4, determine the illumination on
the surface, waste light factor1.2 and depreciation factor 1.3.