Evaluating Visual Environment Using Wide-Angle High Dynamic Range Images Denis Fan Institute of Energy and Sustainable Development, De Montfort University, The Gateway, Leicester, LE1 9BH, UK [email protected] ABSTRACT A good daylight design is aimed to provide fully efficient light for efficient visual performance, and to ensure a comfortable and pleasing environment appropriate to its purpose. However, the comfort aspect of daylight design is also closely related to the problem of glare. The aim of this paper is to describe a new method to evaluate visual environment, i.e. discomfort glare using High Dynamic Range (HDR) images captured in real-life office environment. HDR imaging is a set of techniques that allows a greater dynamic range of luminance between light and dark areas of a scene than normal digital imaging techniques. The approach can accurately represent the wide range of intensity levels found in real scenes ranging from direct sunlight to shadows, and the image is usually referred to as a radiance map. Since every pixel represents a measurement value, the system introduces possibilities for fast measurement with high resolution. Unlike conventional technique such as spot metering that uses human eye to detect potential glare sources, an algorithm to determine which parts of the radiance map should be treated as ‘glare sources’ is proposed. Moreover, the detection should be effective and reliably to all possible glare sources scenario at different scene configuration. KEYWORDS glare source extraction; daylight; comfort; discomfort glare; HDR imaging techniques, clustering. INTRODUCTION A good provision of daylight is considered to be highly desirable in terms of reducing the energy consumption of buildings. Moreover, a good distribution of natural lighting in office buildings may create a more pleasant working environment and improve the productivity and well being of the occupants [1,2]. Daylight however can cause visual discomfort by inducing glare and veiling reflections, causing occupants irritated and annoyed [3]. Glare is defined as the difficultly of seeing in the presence of bright light, e.g. direct or reflected daylight. It is caused by a significant ratio of luminance between the task, which the subject is looking at, and the glare source. Factors such as the solid angle between the subject’s field of view and the glare source, and eye adaptation such as vertical illuminance have significant impacts on the experience of glare. Glare can be generally divided into two types, discomfort glare and disability glare. Discomfort glare results in an instinctive desire to look away from a bright light source, e.g. direct sunlight, or difficulty in seeing a task. Disability glare reduces a subject’s ability to perceive the visual information needed for a particular activity. It is usually caused by light scattered within the eye, and is often a problem in office buildings with large glazing areas. Installing blinds can help to reduce glare but often results in the loss of daylight benefit as they may remain closed long after the glare condition has disappeared. Several equations and indices have been proposed as a means of quantifying the glare experienced by occupants in daylit environments [4,5,6]. However they have been largely proved to be inadequate for accurately determining discomfort glare from daylight, mainly because these indices were derived from experiments that used artificial light sources [7]. Moreover, study participants reported their subjective perception of glare while looking directly at the light source. It is generally accepted that the glare sensation experienced in real-world daylit environments is likely to differ significantly from those laboratory conditions [8,9]. In a recent glare study physical conditions and user perception were monitored in a daylit laboratory environment and a promising new index, the Daylight Glare Probability (DGP), was developed [10]. The authors of DGP acknowledge that further validation of the new index with data from other environments is required. Another visual comfort field study [11] has also been carried out to investigate whether people’s perception of visual comfort is different outside laboratory conditions. Luminance is a photometric measure of the luminous intensity per unit area of light travelling in a given direction. It is often used to distinguish emission or reflection from surfaces by indicating how much luminous power will be perceived from a subject’s eye looking at a surface from a particular angle of view. Luminance is thus an indicator of how bright the surface will appear. It is also a key factor to calibrate when one is interested to quantify glare by means of glare indices. Spot meter is the conventional approach to measure luminance values of a scene. To take a measurement across a small region of the scene, user require to hold the meter directly pointing to a region for several seconds before the measurement can be recorded manually. The measurements are usually within 5-10% error margin. However, since the method requires frequent user interference when recording luminance values, taking up measurements across a large scene can proved to be tedious and time consuming. Another approach is to employ High Dynamic Range (HDR) imaging techniques to capture luminance variation across the scene in terms of an image. The image can form as a luminance map, where individual pixels represent as the luminance measure of the real scene [12]. The advantage of this method is that a distribution of luminance variation can be captured within a single luminance map, which makes it more efficient than using spot metering. Moreover, the captured luminance values were reported to achieve within 10% error margin when comparing with physical measurements. With the increasing use of HDR images for daylighting and visual discomfort analysis, a way of identifying potential glare sources from these images becomes vital. Moreover, representation of different glare sources such as their geometry, solid angles and vertical illuminance can be extracted into meaningful information and correlated with qualitative data [11,13]. This paper presents a simple, but effective algorithm to extract glare sources from HDR images in order to quantify glare perception quantitatively. CALCULATING GLARE INDICES Generally speaking, different glare indices have four physical quantities in common: Les sf G g Lb f ( ) where e, f and g are weighting exponents. f() is a complex function of the displacement angle, which can be expressed using the Guth's position index [14]. Ls is the luminance of the glare source. The value of G gets high when the glare source is bright. s is the solid angle subtended by this source. The solid angle corresponding to 1 pixel can be considered constant, and a pixel is considered approximately to 1.365 x 10-6 steradian on a semi-hemispherical image [15]. The position index is defined as the discomfort glare experienced by the observer's line of sight with respect to the angular displacement (azimuth and elevation) of the source. We employed the analytical solution suggested by Einhorn [16] to calculate the position index for the glare indices calculation. Moreover, the study from Iwata and Tokura [14] has found the sensitivity of the glare caused by a source located below the line of vision tended to be greater than the sensitivity of the glare caused by a source that is above this line of vision. As a result, the computation of position index is split up into two separate calculations for area that is above and below the observer's line of sight. The first equation is the analytical description for the position index located above the line of vision: where is the angle from vertical of plane containing source and line of sight, and is the angle between line of sight and line from observer to source. The second equation is for the position index located below the line of vision where R H Y . D is the distance between eye to plane of source in view direction, H is the vertical distance between source and view direction, and Y is the horizontal distance between source and view direction. 2 2 The BGI glare formula was developed by Petherbridge and Hopkinson [17], and the perception of glare rating was divided into four different continuous categories named: just noticeable, just acceptable, just uncomfortable and just intolerable. The equation has the form of where Psi is the Guth's position index of source si and n is the number of glare sources. The Guth's position index expresses the change in discomfort glare experienced relative to the azimuth and elevation of the source and position the observer's line of sight. However, BGI is limited to small sources and does not predict glare from larger sources accurately. Furthermore, the BGI also does not take into account the effect of adaptation when the ratio between the glare sources luminance and the background luminance is low. Different to the BGI glare formula, the Cornell glare formula (Daylight Glare Index, DGI) provides an alternative way of calculating the sensation of discomfort glare experienced by an observer with the focus of adapting more to predict glare from large sources. The equation is expressed as where si is the solid angle in steradian subtended by the glare source modified by the position of the source with respect to the field of view and the Guth's position index. That means Furthermore according to the validation studies for this formula, It has shown there is a greater tolerance of mild degree of glare from large sources than from a comparable artificial lighting simulation. The CIE formula (CGI) was then developed to correct the mathematical inconsistency from the BGI formula for multiple glare sources as a unified glare assessment method [18,19]. where E v d is the direct vertical illuminance at the eye due to all the glare sources, and E v i is the indirect vertical illuminance at the eye level. Furthermore, across the HDR image, such that E v (E v d E v i ) : the total vertical illuminance where L(i, j ) is the luminance, E v is (i, j ) is the solid angle and is the orientation (i, j ) at pixel (i,j). Moreover, the cosine of the orientation at pixel (i,j) is simply the dot product between the direction dir( i, j ) at pixel (i,j) and the view direction dircam of the camera, i.e. cos((i, j ) ) [dir(i, j ) dircam ] . The CIE has also proposed incorporates the Guth's a unified glare rating system (UGR), which position index and the combine aspects of CGI and BGI to evaluate glare perceptions for an artificial lighting system. To read the solid angle of glare sources are the rating accurately, restricted between 3 x 10-4 and 3 x 10-1. Studies have shown glare formulae described above have a very low correlation when compare with user perception data in daylight environment. Recently, Daylight Glare Probability (DGP) was proposed a new glare prediction model [10]. The formula is a modification of the CIE model, which proved to high correlation between its predicted probability and the user perception data. The formula has highlighted heavily to the use of vertical illuminance Ev and is expressed as: The glare indices can be computed after glare sources have been identified from the HDR images. The next section will give more details of how this extraction process is carried out. EXTRACTING GLARE SOURCE The principles of three existing methods for detecting glare sources automatically are: Calculate the average luminance of the whole image, and classify pixels with luminance values that are x-times higher than the average luminance value. Take a fixed value as the threshold, and classify pixels with luminance values that are higher than this fixed value. Calculate the average luminance of a given zone, and classify pixels with luminance values that are higher than this average luminance value. The approach proposed to extract glare sources from the HDR images in this paper is similar to the second one described above. Fixed values representing the luminance threshold are taken from the command line, and use this to carry out a simple thresholding. A second threshold value, in terms of pixel's solid angle, can also be used to further enhance the first thresholding. Pixels that are above this threshold value are considered as glare source. Similarly, pixels that are below this threshold value are considered as normal. Individual pixels that are considered as glare source are then join up with other glare source pixels that are within their neighborhood vicinity into different groups, i.e. different glare sources. Figure 1(a), (c) and (e) shows the results of extracting glare sources by means of HDR images from three different work desk layouts. The results are encouraging, but the extraction did not perform well when in situation where individual small glare sources that are closed by did not grouped as one glare source. For example, the small glare sources were all come from the same window’s patch, which naturally we will consider this as a single glare source (see dashed circle in the figure). To overcome this problem, a clustering approach, based on the assessment of the Euclidean distance between any two glare sources, is applied to merge small glare sources that are closed by into one glare source. Figure 1(b), (d) and (f) shows the improved results after applying the clustering. Once glare sources have been extracted using the proposed extraction algorithm, glare source characteristics such as their centroid, average luminance, average solid angle and position index are calculated in order to use them to compute different glare indices, e.g. Daylight Glare index (DGI), Unified Glare Rating (UGR), CIE Glare Index (CGI), Visual Comfort Percentage (VCP) and Daylight Glare Probability (DGP). CONCLUSION The use of HDR imaging techniques for physical measurements has enabled us to qualify quantitative visual comfort data at relatively high frequency, which has not been possible using the traditional spot measurement techniques. This paper presented a simple, yet fast and efficient glare source extraction algorithm using adaptive thresholding and clustering methods to evaluate visual environment. 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