Digital Image Processing for Lighting Design Tutorial 1: Introduction 1998 02 16
The second stage in creating a lighting design, after characterizing requirements and constraints, is visualizing the intended effects. Programs such as Lightscape may be excessively cumbersome for this purpose, given the amount of time required to define, debug, and process a lighting model. Manual graphic techniques are a quicker, though less accurate, approach to exploring lighting effects. Digital image processing has raised new possibilities for exploring lighting possibilities. This tutorial will take you through some effects that can be studied using Photoshop.
The version of Photoshop used in this tutorial is version 3, available in the Mac lab. When time permits, it will be updated to account for characteristics of version 4 (Wintel lab).
The sample file is "cafe-light" and may be found on xxx Copy file "cafe-light" to the working directory that you have established on your share of the system drive or to the scratch area on the computer on which you are working (note that, in the latter case, the file will only be available on and saved on the local hard drive).
Launch Photoshop and open "cafe-light" in the directory in which you have copied it.
Photoshop is a very powerful tool for editing images. Photoshop treats files in "bit mapped" format. This can be understood by comparison with "vector" format. In vector format (the format used for data in CAD packages such as AutoCAD), lines are represented as pairs of points in space with a connection between them. In a three-dimensional view, the lines are projected onto the two-dimensional surface of the computer screen. In bit map format (such as the "cafe-light" image), an image is only a two-dimensional image represented by all the points of which it is comprised. If an image is black and white, it will be made up of points that are either black or white. Points in a gray-scale image, may have different shades of gray assigned to them (this takes more memory). Points in a color image may have extensive color properties and the amount of memory required to add all this information represents an exponential increase in memory demand from gray-scale.
Part I - Verifying that the Lighting Effects Options are Loaded
You must first verify that the "Lighting Effects" filters are available.
Part II - Basics of Lighting Effects
The spotlight casts an elliptical beam of light.
The directional light is a remote source like the sun .
The omni light shines in all directions directly above the image.
Note that two options (sliding scales) are available in the "Light Type" selection area. One is for intensity (it is possible to set a negative intensity, removing light, an effect not available with real light sources). The other scale, applicable only to spotlights, is a focus option, ranging from narrow to wide (i.e., spot to flood).
Part III - Adding a Light Source
These variations should give you an idea of the possibilities of digital image processing for conceptual development of lighting design. It is much quicker than radiosity-ray tracing analysis. You can use rendered images from CAD software (e.g., Form-z) to work on a particular setting or from photographs of an existing building (e.g., to redo exterior lighting effects).
Part IV - Omni and Directional Lights; Light Color
Part V - Lighting Effects and Textures
In the properties area, four options are available. "Gloss" varies the effect of the surface from diffuse (matte) to specular (shiny) reflections. "Material" determines whether the light source or the object has greater weight in determining the color of the reflected light. "Exposure" lightens or darkens the light (negative subtracts light!). "Ambience" determines the extent to which the light appears to be combined with other sources (e.g., as if there were daylight in the space); A value of 100 means that only the light source will be used, -100 means that the light source will have no effect.
Predefined textures may be added by placing a texture in the "alpha" channel of the Photoshop file (it must be the same size as the image being processed). Choosing texture channels will then add "bumpiness" to the surface.
Part VI - Styles