A quantifiable measure of both the hue in white light and where it falls on the color spectrum. If a white light fixture is more yellow in hue, it has a lower CCT, and is considered 'warm white.' If the hue is bluer, the light is consdiered 'cool white.' CCT is expressed using Kelvin (K) as the unit of measure for white light. To learn more, visit our Lighting Facts article: Correlated Color Temperature

Color rendering index (CRI) is a measure of how accurately a light source displays colors compared to a natural light source, like the sun. CRI is measured on a scale from 1 to 100, with 100 representing the quality of daylight. With higher CRI, colors are rendered more accurate, rich and deep. To learn more, visit our Lighting Facts article: Why is CRI Important?


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Example: a 10 degree beam angle focuses the light output vertically to provide light within a narrow framework, while a 45 degree beam angle maximizes the spread for overall side-to-side coverage.

The EQUIFLUX 1055 LED Display Graphics Lighting System is a high-powered LED linear light mounted on rigid metal PCB that provides bright, even lighting for retail and trade show display graphics. The optical LEDs are specifically designed to produce uniform illumination without hot spots or shadows, with up to 4 feet of light throw. The bright, evenly distributed light renders whites cleanly and colors vividly. Our EQUIFLUX LED Display Graphics Lighting System was specifically designed and engineered by Elemental LED to provide the highest quality center illumination for display graphics with all the inherent benefits of LED technology.

The optical lens directs the light in an intersecting parallel beam, creating a column of consistent illumination. Each LED is covered by a 10X55 degree optical lens that creates an elliptical light throw that optimizes the lumen output. The 10 degree beam angle focuses the vertical light output to provide light within a narrow framework, while the 55 degree beam angle maximizes the spread for overall side-to-side coverage. The result is an ultra-bright, uniform distribution of light with no hot spots or shadows, ideally suited for narrow display frameworks. The lightweight light bar mounts directly to extruded aluminum framing systems and other narrow display frame systems using the included slot-mounted compression screws.

Solid state LEDs are more cost-effective and reliable than traditional display graphics lighting. LEDs produce no UV light, eliminating the risk of fading graphics or damaging materials. The lifespan of the LEDs significantly reduce maintenance costs. At 9 watts per foot, LEDs are considerably more energy efficient than fluorescent display lighting. The LEDs remain cool during operation, increasing your options for placement and eliminating the need for ventilation.

Please take a moment to consider if this thread is worth bumping.QuestionvvvRavenvvvPosted June 16, 2022vvvRavenvvvResident  94Share Posted June 16, 2022 I have no idea when it started happening but I guess its recent after I installed the latest Invidia drivers update I could Really use some help , it would not go away unless i turn off my Advanced light model and ambient occlusion

I have no idea when it started happening but I guess its recent after I installed the latest Invidia drivers update I could Really use some help , it would not go away unless i turn off my Advanced light model and ambient occlusion

Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity. Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application.

A directional source (or distant source) uniformly lights a scene from one direction.[4] Unlike a point source, the intensity of light produced by a directional source does not change with distance over the scale of the scene, as the directional source is treated as though it is extremely far away.[4] An example of a directional source is sunlight on Earth.[5]

A spotlight produces a directed cone of light.[6] The light becomes more intense as the viewer gets closer to the spotlight source and to the center of the light cone.[6] An example of a spotlight is a flashlight.[5]

Area lights are 3D objects which emit light. Whereas point lights and spot lights sources are considered infinitesimally small points, area lights are treated as physical shapes.[7] Area light produce softer shadows and more realistic lighting than point lights and spot lights.[8]

Ambient light sources illuminate objects even when no other light source is present.[6] The intensity of ambient light is independent of direction, distance, and other objects, meaning the effect is completely uniform throughout the scene.[6] This source ensures that objects are visible even in complete darkness.[5]

A lightwarp is a technique of which an object in the geometrical world refracts light based on the direction and intensity of the light. The light is then warped using an ambient diffuse term with a range of the color spectrum. The light then may be reflectively scattered to produce a higher depth of field, and refracted. The technique is used to produce a unique rendering style and can be used to limit overexposure of objects. Games such as Team Fortress 2 use the rendering technique to create a cartoon cel shaded stylized look.[9]

In computer graphics, the overall effect of a light source on an object is determined by the combination of the object's interactions with it usually described by at least three main components.[10] The three primary lighting components (and subsequent interaction types) are diffuse, ambient, and specular.[10]

Diffuse lighting (or diffuse reflection) is the direct illumination of an object by an even amount of light interacting with a light-scattering surface.[4][11] After light strikes an object, it is reflected as a function of the surface properties of the object as well as the angle of incoming light.[11] This interaction is the primary contributor to the object's brightness and forms the basis for its color.[12]

As ambient light is directionless, it interacts uniformly across all surfaces, with its intensity determined by the strength of the ambient light sources and the properties of objects' surface materials, namely their ambient reflection coefficients.[12][11]

The specular lighting component gives objects shine and highlights.[12] This is distinct from mirror effects because other objects in the environment are not visible in these reflections.[11] Instead, specular lighting creates bright spots on objects based on the intensity of the specular lighting component and the specular reflection coefficient of the surface.[11]

Lighting models are used to replicate lighting effects in rendered environments where light is approximated based on the physics of light.[13] Without lighting models, replicating lighting effects as they occur in the natural world would require more processing power than is practical for computer graphics.[13] This lighting, or illumination model's purpose is to compute the color of every pixel or the amount of light reflected for different surfaces in the scene.[14] There are two main illumination models, object oriented lighting and global illumination.[15] They differ in that object oriented lighting considers each object individually, whereas global illumination maps how light interacts between objects.[15] Currently, researchers are developing global illumination techniques to more accurately replicate how light interacts with its environment.[15]

Object oriented lighting, also known as local illumination, is defined by mapping a single light source to a single object.[16] This technique is fast to compute, but often is an incomplete approximation of how light would behave in the scene in reality.[16] It is often approximated by summing a combination of specular, diffuse, and ambient light of a specific object.[13] The two predominant local illumination models are the Phong and the Blinn-Phong illumination models.[17]

One of the most common reflection models is the Phong model.[13] The Phong model assumes that the intensity of each pixel is the sum of the intensity due to diffuse, specular, and ambient lighting.[16] This model takes into account the location of a viewer to determine specular light using the angle of light reflecting off an object.[17] The cosine of the angle is taken and raised to a power decided by the designer.[16] With this, the designer can decide how wide a highlight they want on an object; because of this, the power is called the shininess value.[17] The shininess value is determined by the roughness of the surface where a mirror would have a value of infinity and the roughest surface might have a value of one.[16] This model creates a more realistic looking white highlight based on the perspective of the viewer.[13]

The Blinn-Phong illumination model is similar to the Phong model as it uses specular light to create a highlight on an object based on its shininess.[18] The Blinn-Phong differs from the Phong illumination model, as the Blinn-Phong model uses the vector normal to the surface of the object and halfway between the light source and the viewer.[13] This model is used in order to have accurate specular lighting and reduced computation time.[13] The process takes less time because finding the reflected light vector's direction is a more involved computation than calculating the halfway normal vector.[18] While this is similar to the Phong model, it produces different visual results, and the specular reflection exponent or shininess might need modification in order to produce a similar specular reflection.[19] 17dc91bb1f

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