Currently,
forecasting, calculating and rationing of solar radiation is a serious problem
that has a wide impact on various spheres of human activity. The current trend
in the economy of many countries is ESG transformation, which includes the
environment (E – environment), social factors (S –social) and corporate
governance standards (G – governance) with a focus on long-term and sustainable
development (SD) of territories. As the urban population increases every year,
the SD vector is not infrequently focused on the implementation of policies
that contribute to the creation of livable, economically attractive and
prosperous cities [1]. The goals of the SD center are aimed at the transition
to rational consumption models, including in urban planning and construction,
which make it possible to maximize the use of natural potential, while minimizing
the negative impact on the environment. Therefore, the study of such an
important process as insolation by modern means of mathematical and computer
modeling is one of the urgent tasks, the results of which can be applied in the
implementation of ESG principles.
Insolation
– (INcoming SOLar RadiATION) is a term used to describe the process of
irradiating surfaces and objects with a stream of sunlight (solar radiation)
[2]. This concept has become widespread in the fields of astronomy,
construction, design and architecture, and is also considered in hygiene (as
the effect of solar radiation on humans). In accordance with this, there are
various computational models for determining insolation, which can be divided
into two categories: geometric and energy models.
Geometric methods
are also called spatio-temporal. They determine the angle, direction,
refraction and area of the light flux to the surface for a given period of
time. Energy methods are not used as widely as geometric ones, they consider
the solar flux in more detail and use optical units of measurement of radiation
energy (for example, the intensity of ultraviolet radiation). The very concept
of insolation is connected with geometric methods of calculation. With their
help, you can estimate the duration of illumination and shading of the selected
spatially distributed territory. Energy methods are derivatives of geometric
methods, and cannot become the basis for the design of natural lighting of
buildings and territories, since they are not a constant factor. Thus,
insolation, based on geometric calculation methods, can be considered as a
stream of sunlight affecting a certain surface – a measure of W/m2
(the average value of solar radiation per unit area per year). Because often
the calculation is carried out within a certain period of time (hour, day,
month, year), then there is another measurement measure – kWh/m2
(the average amount of solar energy per unit area for a certain period of
time).
In the process of
working on residential development projects, specialists are constantly faced
with the task of assessing the duration of insolation of residential premises
and urban areas. At the same time, not all existing mathematical and computer
models for calculating solar radiation, such as ESRI's ArcGIS Solar Analyst
model, allow taking into account the vertical surfaces of buildings and
structures [3]. Taking this into account, visualization in computer graphics
allows you to simultaneously solve the problem of choosing a visual
representation of the source information in accordance with the specifics of a
given subject area and literally "visualize", i.e., analyze data
using the advantages of human visual perception. Therefore, within the
framework of this article, one of the methods of insolation modeling based on
visualization using three-dimensional computer graphics technologies is
considered. In addition to effective visual representation, the chosen level of
abstraction is optimal for visualizing vast urban areas. It also helps to increase
the accuracy of modeling and visualization results by taking into account
vertical surfaces of structures, building facades and complex three-dimensional
shapes that are not available when calculating insolation based on
two-dimensional spatial data [4]. Next, we will consider the main components of
the computational model of insolation, which formed the basis for the
visualization of solar radiation.
The concept of
insolation is based on the concept of solar radiation (radiation), and is often
used interchangeably. Nevertheless, there are certain differences between them
that are important to take into account for understanding the subject area. To
do this, we will determine the main types of solar radiation – full, direct,
scattered and reflected radiation.
The total (total)
amount of solar radiation (TSI – Total Solar Irradiance) is a measure that
determines the total amount of all solar energy from perpendicularly incident
sun rays of different lengths that have reached the upper limit of the Earth's
atmosphere [5]. The value of this variable varies from year to year, taking
into account solar activity and other ongoing physical processes. Figure 1
shows a historical reconstruction of the change in the value of total solar
radiation [6].
Fig. 1.
Long-term variability of total solar radiation (TSI)
The insolation
itself or global solar radiation (GHI – Global Horizontal Irradiance) is the
total value of several components (depending on the calculation model): direct
solar radiation, scattered solar radiation, reflected solar radiation (albedo)
[7].
Direct Normal
Irradiance (DHI – Direct Normal Irradiance) is the amount of solar radiation
falling on the Earth's surface under ideal conditions of atmospheric
transparency and cloudless sky, without taking into account scattered
radiation. Since the net value of the solar flux varies according to the
distance between the Sun and the Earth, as well as solar cycles, the value of
direct solar radiation is approximately equal to the net value minus the
absorbed or scattered solar flux by the earth's atmosphere [8]. Deductible
losses may occur due to various atmospheric factors such as cloud cover,
humidity level, pollution level, etc.
Although the upper
level of the Earth's atmosphere receives a significant amount of solar energy
(approximately 1368 W/m2)
as noted above, not all of the flow
reaches the earth's surface. Approximately 30% of the total flow that reaches
the Earth will be reflected back into space, absorbed or dispersed in the
Earth's atmosphere [9].
Scattered solar
radiation (also diffuse radiation of the sky) – to simplify the perception of
insolation, this term includes not only scattering, but also absorption of the
light flux by particles of solids and molecules of substances. The air mixture
of the Earth's atmosphere best scatters short-wave streams of light, which
belong to the violet and blue colors of the visible spectrum. With a different
composition of the atmosphere, for example, on Mars, the human eye would
perceive the sky of the planet in pink tones. Scattering and absorption
significantly weaken the intensity of solar radiation reaching the Earth's
surface.
Weather and
climatic conditions, as well as anthropogenic factors affecting the atmosphere,
affect the values of direct and scattered light fluxes. So, on a clear sunny
day when the Sun is at the zenith, the scattered solar radiation is at least
20% of the global solar radiation. In the presence of clouds, fog, high humidity,
smog, etc. conditions the percentage of scattered radiation is greatly
increased [10].
The amount of
light reflected from the surface of an object, relative to the amount of light
absorbed by that surface, is measured by a physical property called albedo.
Albedo is an important parameter in determining how much heat is absorbed by
the surfaces of urban buildings and structures, therefore it is used in
calculations of insolation in the design of urban space. In [11] some values of
the albedo of the natural cover of the earth's surface are given, represented
as a reflection coefficient expressed as a percentage.
One of the ways to
quantify the solar potential of a particular place is to compile solar maps
that contain information about the annual values of solar radiation on a
certain territory or the surface of buildings (roofs or/and facades) and are
developed by means of geoinformation systems [12]. Solar maps can be used for
the design of urban space and the rational use of solar energy within the framework
of ESG SD programs.
The
insolation map of Russia is shown in Fig. 2 [13].
Fig. 2.
Solar map of Russia
The values of
solar radiation can be obtained by: a) direct measurement of solar radiation at
the station; b) measurements of other weather parameters on the basis of which
solar radiation can be calculated. If there are a sufficient number of survey
points (i.e. measurement points) in the area of interest, then interpolation
methods can be used to calculate and visualize the insolation of the territory.
In the case when it is necessary to estimate solar radiation in areas where
there are no measurement data, it is possible to use models of solar activity,
the initial data for which are measured meteorological data (for example,
temperature, humidity, precipitation, etc.), as well as spatial data (for
example, latitude, longitude, aspect, angle of slope of the surface).
The presented
components of the insolation calculation can be described mathematically for
further modeling and visualization in computer graphics applications.
Various software
can be used to simulate insolation. Traditional models of solar radiation in
geoinformation systems are mainly designed to obtain spatio-temporal estimates
of insolation over vast geographical areas. Nevertheless, the widely used
ESRI
ArcGIS Solar Analyst
and
GRASS GIS r.sun
insolation models can only
work on two-dimensional maps, taking into account the values of the
z
surface height [3]. In addition, often the entire complexity of urban
development, taking into account complex surfaces and their physical properties
(for example, albedo), can be modeled only in three-dimensional space, since 2D
maps cannot accurately display complex geometric characteristics that affect
the accuracy of the calculation of insolation.
The key concept in
computer graphics is the LoD system (LoD, Level of Detail). LoD is used to
achieve a balance between the complexity of computer calculations and the
accuracy of visualization (or in another way, the degree of abstraction of
reality). With the help of a level system, it is possible to determine the
difference between the geometry of a real-world object and the geometry of the
model of its simplified equivalent, i.e. how accurately the model describes the
original.
It is possible to
obtain an initial 3D model of the city with the first level of detail for
subsequent modifications in a computer graphics application using vector data
from publicly available open cartographic web services that contain vector and
attribute data about spatially distributed objects. Such a web service, for
example, is OpenStreetMap. Methods of creating digital terrain models (DMM) and
digital terrain models (DEM), which are used to create a three-dimensional
model of territories, differ depending on the type of tasks being solved:
landscape design, construction and design of buildings and structures,
environmental protection, scientific research, etc. Accordingly, the required
accuracy of detail also depends on the chosen method. The use of satellite
imagery and radar topographic survey (SRTM - Shuttle radar topographic mission)
to build a DEM is less accurate and less labor-intensive method. At the same
time, urban infrastructure data can be added both from the aforementioned open
spatial data web services (the most abstract levels of detail) and manually
from computer-aided design (CAD) programs (the most accurate levels of detail).
The most detailed and at the same time the most expensive and
resource-intensive is the method of obtaining a cloud of LiDAR points (from the
English Light Detection and Ranging - determining the range using light) based
on aerial photography.
In computer
graphics applications for the formation of the resulting image (visualization),
one of the key elements of the calculation is the simulation of natural and
artificial lighting. At the same time, advanced visualization algorithms can
track millions of individual light rays during rendering (creating a
photorealistic image representing the projection of a 3D model) to determine
the color of a specific pixel in the final image. In this regard,
three–dimensional technologies of computer graphics applications can be used to
calculate insolation - using built-in render engines that allow you to create
visualization and calculation of how light affects the surface of a building in
a certain period of time.
Such a
computational problem can be solved by open-source computer graphics
applications and capable of processing vector spatial data about the real
world, which, through the introduction of custom extension modules developed,
open up a number of possibilities for solving non-trivial tasks.
The
following software packages can be distinguished for creating a
three-dimensional visualization of an urban area for calculating solar
radiation:
- Unity/Unreal
Engine game engines and ArcGIS GIS application;
- an
application for creating three-dimensional computer graphics Blender and QGIS
GIS application.
Within
the framework of this study, a computational model is considered on the example
of the Blender3D software, which has a number of features– these are the work
with non-proprietary vector spatial data and remote sensing data, condition of
use (free-distributable), availability of physical process simulation tools and
optimization models based on the object level of detail system. These factors
are fundamental for solving the chosen problem.
Blender 3D is a
professional freely distributed open-source software, as well as with
integrated rendering engines – Cycles and EEVEE. Blender 3D provides the
greatest possibilities in terms of flexibility and ease of creating your own
modules and calculation algorithms based on sequentially executed commands, –
scripts (from the English script), - the Python programming language. The
algorithm for calculating illumination in Cycles is based on the bidirectional
path-tracing method. Path tracing is a Monte Carlo method used in computer
graphics to create images of three–dimensional spaces in such a way that global
illumination corresponds to reality as much as possible. I.e., with a
sufficient number of paths released, we get a picture of the distribution of
light comparable to the real world.
In addition, there
is a function of "baking" texture maps in Blender3D. With its help,
various values of the characteristics of the three-dimensional surface of an
object in a 3D scene (for example, color, textures, lighting, reflections and
shadows) can be pre-calculated by the graphics engine of a three-dimensional
application and recorded in the advising texture maps [14]. Then using a set of
rules called UV-scanning of a three-dimensional grid (UV-map) each pixel of a
two-dimensional "expanded" texture can be correlated to a
three-dimensional surface. The process of "baking" texture maps
reduces the load on the graphics engine of a three-dimensional application,
allowing you to speed up the process of visualizing a 3D scene [15]. When data
on solar radiation is recorded in textures, the analysis can be carried out in
any resolution without changing the shape of the objects under consideration. A
single pixel of the texture can be used to represent any unit of measurement on
the model, such as a meter or a centimeter. Simulation of solar radiation can
be performed in Blender3D due to the possibility of calculating and combining
direct and diffuse lighting. Thus, global solar radiation can be divided into
four separate components in calculations: direct beam radiation; reflected beam
radiation; diffuse radiation; and reflected diffuse radiation [16].
In this case,
specular and diffuse materials affect the formation of reflected light rays,
and transparent materials affect the intensity of the resulting shadows.
Combinations of different materials are also possible. For example, you can
reproduce a glass surface that reflects a certain amount of light and
simultaneously transmits part of the sun's rays, but with less energy. Figure 3
shows the interaction of various lighting sources, surfaces, as well as the
materials specified by them. The angle of incidence of the light beam is 45°
for both surfaces. The emission material is set on A and B of the vertical
surface – it is the only light source. A diffuse material is given to the
horizontal surface in part A, and a mirror material in part B. Parts C and D
show the difference between full and partial shading. Thus, using materials in
Blender3D, you can control the albedo levels for different surfaces. An ideal
diffuse black material will completely absorb incoming light, while an ideal
specular white material determines a complete, 100% reflection of light [17].
Fig. 3.
Visualization of various reflection and shading parameters
When calculating
the radiation of a solar ray, it is necessary to take into account its angle of
incidence on the analyzed surface, as well as any shading and reflections. The
Blender3D "Sun" light source, which simulates the real sun, allows
you to identify these elements. Moreover, thanks to the "Sun position"
extension module, you can set the coordinates of the center of the scene in
decimal degrees, as well as the date and time. This will allow us to calculate
the vector necessary to determine the direction of the beam in a virtual 3D
environment, since the values of the height and azimuth of the real sun will be
known [17].
The angle of
incidence of light rays on the surface of the model under study should be
calculated using the solar vector. This angle (in equation 1 – Ai) can be
characterized as the angle formed by the intersection of the sunbeam and the
normal vector of the face, which in Blender3D is used to describe a single
surface. The calculation formula for direct beam radiation (DBI)
is
presented in Equation 1.
|
(1)
|
A shadow map (or
cube map) is a cube where the light is in the center of that cube. The cube has
six faces, and using the Cube Size parameter for each of them, you can set a
certain resolution (for example, 1024 by 1024 pixels). When calculating
shadows, the search for the nearest occluders (in computer graphics, any object
that casts shadows) is performed only at the vertices of the three–dimensional
grid, but not between them. Therefore, the higher the Cube Size value, the more
smooth and high-quality the edge of the shadow of the object will be, at low
values smoothing will not be enough and the shadow will appear rough and
pixelated (Fig. 4) [18].
Fig. 4.
Visualization of various values of the Cube size parameter
If there are no
shadows, the pixels in the texture map created by the Blender3D function have a
value of 1, and when there are shadows, they have a value of 0. All
intermediate values indicate the passage of light rays through translucent
surfaces. We obtain the value corrected by the shading coefficient (equation 2)
by multiplying the pixel values of the texture (in equation 2 – x) by the
reduced value of the direct beam radiation. The
in Equation
2 is calculated using the Hoyt Clark Hottel method [19].
|
(2)
|
Analyzing the
reflection indicators of the light beam of the "Sun" object, it was
found that the pixel value and the percentage of reflection do not change
linearly (the graph of the function is shown in Fig. 5), but they can be
described by a polynomial of the third degree. [17] This is due to the
properties of the Cycles rendering engine. Using equation 3, where x is the
color value of the pixel in question, a texture with pixel values that
correspond to the degree of light reflection can be converted to the radiation
value of the reflected sunbeam:
|
(3)
|
Fig. 5.
Graph of the reflected beam emission function
The second
component of the calculations of global solar radiation is the calculation of
scattered (diffuse) radiation. The global stage lighting system, the so-called
"sky maps" in Blender3D allows you to take into account the shading
of all objects in the scene, as well as change the angle of inclination and
orientation of the surface. The "sky" light source is a virtual
sphere simulating a celestial dome. The lower the "visibility"
parameter of the sphere, the shading becomes more pronounced. Just as in the
calculations of direct beam radiation, both direct and reflected light can be
taken into account [20].
At this stage, you
need to create a texture map of diffuse lighting. According to measurements, a
pixel value of 0.737 represents a full shadow, while a value of 0 represents
the full visibility of a clear "sky" [17]. The measurements were
carried out using a global light source "sky dome" and an unshaded
plane. The value reduced by the amount of energy that reaches the surface under
consideration is calculated by multiplying the pixel values by a given diffuse
radiation value (DR, represented in Equation 4), where "diff" means
diffuse radiation with correction of astronomical refraction, presented in
Table 1, and x is the pixel values.
|
(4)
|
The calculation of
the reflected diffuse radiation was carried out on the basis of the diffuse
texture map of indirect lighting created after rendering in Blender. As in the
case of direct radiation, a value of 0.737 corresponds to the incidence of
reflected light with 100 percent intensity. The value of reflected diffuse
radiation is also calculated according to equation 4, only in this case the
color of pixels changes linearly depending on the reflection value. The final
value of diffuse radiation is the sum of the values of direct and reflected
diffuse radiation.
The algorithm
under consideration divides the calculation of global solar radiation into four
parts, which are then combined together to obtain the final insolation index
and its visualization in 3D. Figure 6 shows the scheme of the algorithm for
calculating and visualizing insolation at a certain point in time. To perform
calculations, you need to select the appropriate iteration. The iteration can
be set with an accuracy of up to one minute, which is the smallest calculation
step for the analysis being carried out. In the presented algorithm, a
theoretical calculation of the insolation values was used, but they can be
replaced by other values, for example, obtained from long-term observations
(meteorological year data).
Table 1. Correction of astronomical
refraction
Solar flyover
|
Approximate
correction of atmospheric refraction (°)
|
85°-90°
|
0
|
5°-85°
|
|
-0,575°-5°
|
|
< -0.575°
|
|
Fig.
6. Scheme of the algorithm for calculating insolation
The
main purpose of the article is to create a flexible calculation method, which
formed the basis for the application of visualization of insolation in urban
areas. The main tasks included providing a simple solution based on open-source
applications capable of analyzing solar radiation taking into account the
reflection and scattering of light. The developed algorithm for calculating
insolation makes it possible to obtain a visual model of global solar radiation
and its effect on a certain surface for a given period of time. The accuracy of
the analysis performed depends on the resolution of the specified textures. The
smallest possible time range of the analysis is one minute. These results are
useful for developing solar energy distribution policies, architects, and urban
planning.
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