The Method Of Quasi-specular Elements To Reduce Stochastic Noise During Illuminance Simulation

2020 ◽  
pp. 39-47
Author(s):  
Sergei V. Ershov ◽  
Dmitry D. Zhdanov ◽  
Alexei G. Voloboy

When simulating the propagation of light, luminance/ radiance brought by a ray is calculated from the optical properties of the scene objects it interacts with. According to their optical properties, objects can be roughly divided into diffuse and specular. In Monte Carlo ray tracing luminance/radiance is calculated only for diffuse surfaces. When a ray hits a specular a surface, it is reflected (or refracted) until it reaches a diffuse surface, and only then the luminance/radiance is calculated. In the proposed approach, diffuse elements are further divided into genuine diffuse and quasi-specular elements. The most natural criterion for the latter is that it scatters light in a narrow cone about the specular direction. An element of the scene can also be a superposition of both types when its scattering function is a sum of the genuine diffuse and quasi-specular parts. This article shows how different components of illuminance/irradiance interact with quasi-specular objects and describe how this works in the bi-directional stochastic ray tracing. The proposed approach significantly reduces stochastic noise for multiple scenes. This method is also applicable for simulation of volume scattering, treating the phase function of the medium as quasi-specular. In this case, the choice of quasi-specular objects is not based on the nature of the bidirectional scattering distribution function (BSDF): the medium is treated as completely quasi-specular while the surfaces, even if their BSDFs are narrower, remain genuine diffuse. The article shows the advantage of this approach.

Atmosphere ◽  
2021 ◽  
Vol 12 (10) ◽  
pp. 1335
Author(s):  
Mattia Manni ◽  
Andrea Nicolini

This research study aimed to investigate the influences of angular-selective retro-reflective (AS-RR) and retro-reflective (RR) materials on the urban equivalent albedo (αeq). Full ray tracing solar analyses were conducted through the Monte Carlo-based numerical model validated in a previous work. Different geometry scenarios with different patterns of urban density were modelled. AS-RR and RR materials were alternately applied to the street and to the most irradiated façade. AS-RR materials were proposed to enhance the αeq of the urban environment particularly during summer. Solar analyses were reiterated for three latitudes (i.e., Oslo, Milan, Cairo). RR pavements and façades were capable of increasing the αeq throughout the year. However, implementing an angular-selective behavior allowed for a reduction of the mitigation potential of RR materials during the winter season. In their best application, RR and AS-RR materials enabled higher αeq in summer (122%) with negligible effects during the winter (7%). Finally, the study highlighted the need for exploiting numerical models capable of conducting full ray tracing solar analyses when investigating materials whose optical properties depend on the angle of incidence of the sunrays (such as RR materials).


Author(s):  
Tejas U. Ulavi ◽  
Jane H. Davidson ◽  
Tim Hebrink

The technical performance of a non-tracking hybrid PV/T concept that uses a wavelength selective film is modeled. The wavelength selective film is coupled with a compound parabolic concentrator to reflect and concentrate the infrared portion of the solar spectrum onto a tubular absorber while transmitting the visible portion of the spectrum to an underlying thin-film photovoltaic module. The optical performance of the CPC/selective film is obtained through Monte Carlo Ray-Tracing. The CPC geometry is optimized for maximum total energy generation for a roof-top application. Applied to a rooftop in Phoenix, Arizona USA, the hybrid PV/T provides 20% more energy compared to a system of the same area with independent solar thermal and PV modules, but the increase is achieved at the expense of a decrease in the electrical efficiency from 8.8% to 5.8%.


2014 ◽  
Author(s):  
Guojin Feng ◽  
Ping Li ◽  
Yingwei He ◽  
Yu Wang ◽  
Houping Wu

2006 ◽  
Vol 39 (18) ◽  
pp. 41-46
Author(s):  
Emilie Péry ◽  
Walter C.P.M. Blondel ◽  
Cédric Thomas ◽  
Jacques Didelon ◽  
François Guillemin

2006 ◽  
Vol 128 (9) ◽  
pp. 945-952 ◽  
Author(s):  
Sandip Mazumder

Two different algorithms to accelerate ray tracing in surface-to-surface radiation Monte Carlo calculations are investigated. The first algorithm is the well-known binary spatial partitioning (BSP) algorithm, which recursively bisects the computational domain into a set of hierarchically linked boxes that are then made use of to narrow down the number of ray-surface intersection calculations. The second algorithm is the volume-by-volume advancement (VVA) algorithm. This algorithm is new and employs the volumetric mesh to advance the ray through the computational domain until a legitimate intersection point is found. The algorithms are tested for two classical problems, namely an open box, and a box in a box, in both two-dimensional (2D) and three-dimensional (3D) geometries with various mesh sizes. Both algorithms are found to result in orders of magnitude gains in computational efficiency over direct calculations that do not employ any acceleration strategy. For three-dimensional geometries, the VVA algorithm is found to be clearly superior to BSP, particularly for cases with obstructions within the computational domain. For two-dimensional geometries, the VVA algorithm is found to be superior to the BSP algorithm only when obstructions are present and are densely packed.


2018 ◽  
Vol 89 (10) ◽  
pp. 10E118 ◽  
Author(s):  
Seungtae Oh ◽  
Juhyeok Jang ◽  
Byron Peterson ◽  
Wonho Choe ◽  
Suk-Ho Hong

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