Advanced Training Lighting Design With LucidShape
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1 Advanced Training Lighting Design With LucidShape 1: Topics FF reflectors with MF and PS systems Low/high beam headlamps, Signal lamps Multi filament sources Projector Type Headlamps with PCS (Poly Curve Systems) Bi-, Multi- function headlamps Lens design on a free form surface LED concentrator reflector and lens with PCS 2: Topics Multi module with design features LED headlamps, tail lamps LED collimator In-, out- coupling Assymmetric pattern Backlighting Light pipes with prism bands curtain light with print masks Create lit appearance picture
2 Basic Training Lighting Design With LucidShape 1: Simulation Basics of forward ray trace The simulation setup First simple example Different ray trace methods Monte Carlo Light Mapping Interactive Ray trace Basic Material types Emitter: Lambert Actors: [diffuse] specular, refractive Sensors: lumen, lux, cd/m^2 Complete Example CAD data import, export and assign surface properties Simulation, Analysis, photometric test tables Ray file Theory, Sensor, Light source Interactive ray trace 2a: Functional Geometry Theory for profile curves and surfaces Practice with curve and surface test suites The 3 major mathematical methods and application The PS (procedural surface) application The MF (macro focal) application The PCS (poly curve system) application
3 The PS application Various light function Reflector, refractor, rectangle, round Practice 2b: Functional Geometry The MF (macro focal) application Various light function, cutoff lines Reflector, refractor based on free grid, styling issues Practice The PCS (poly curve system) application PES headlamp LED concentrator Various lens types: aspherical, fresnel,.. styling issues Practice Collimator lens Compensation of ray deviation; neutral surfaces 3a: Simulation II Advanced Material types Emitters: from LID data, curve, surface Actors: BSDF Sensors: ray history Lit Appearance Flow sensor Luminance camera Luminance images Analysis gather light reverse sensor light
4 Spectral simulation 3b: General Benchmark TC4-45 LID Editor for beam pattern combination Global Settings Ray trace spooler CAD like operation in Lucid Shape Data Conversion NURBS to Mesh Surface
5 Computer Aided Automotive Lighting Trainer / Lecturer: Member of Staff of Brandenburg GmbH Paderborn Brandenburg GmbH (located in Paderborn, Germany) is the company behind LucidShape, the most powerful and advanced software tool for computer aided lighting design tasks. The company s field of expertise consist of (but is by no means restricted to) automotive lighting areas. Founded in 1998 by Willi Brandenburg, Brandenburg GmbH currently has a team of 16 lighting engineers and scientific software specialists and is continuously growing. Besides constantly developing LucidShape and its several derivates, Brandenburg GmbH s business fields are automotive lighting consulting and development and general software on demand production. Brandenburg GmbH s profound expertise has brought the company a broad world-wide client base, including most of the well-known OEMs and lamp manufacturers as well as a significant share of the international aftermarket.
6 Contents: - Mathematical Fundamentals - Physical Fundamentals - Types of Automotive Lighting Devices and Regulations Automotive Headlamps Automotive Signal Lamps (Front, Rear) Automotive Interior Lamps - Design Concepts in Automotive Lighting Single Light Source Reflector Systems Single Light Source Projector Systems Multiple LED Reflector/Projector Systems Light Guide- and Light Edge- Systems Miscellaneous Applications - Light Control Concepts in Automotive Lighting Collector - Diffuser Systems (regular Geometries) Poly Curve- and Procedural Surface Systems FF-Surface Systems FF-Macro-Focal Approach Projector Systems with shielding Geometries - Light Sources Halogen-, HID-, LED- Light Sources Typical Fields of Application Light Source Modeling (geometric Models, Ray Files, Hybrids)
7 Basic Course on Mathematical Fundamentals - Basic Linear Algebra - Basic Analysis - Basic Differential Equations - Surface Mathematics Basic Course on Physical Fundamentals - Lighting Fundamentals - Light Sources and Light Generation General Concepts in Automotive Lighting Automotive Headlamps I - Fundamentals on Automotive Signal Lamps - Regulations & Measurement o Low Beam, High Beam, Fog Beam, (SAE- and ECE-types) o Advanced Front Lighting Systems (AFS) - Lighting Concepts I o Reflector Systems o Projection Systems Regular Geometries (Parabola, Ellipsoid, Hyperboloid) Automotive Headlamps II - Lighting Concepts II o Light Control wit FF-Geometries Creation of Cut Off Lines: Macro-Focal (MF-) Concept Automotive Signal Lamps II - Misc. Applications o License Plate Illumination o Light Guides o Prism Bands o Others
8 Rhino 5 Training Rhino Interface Examine the Rhino Window Rhino Properties and Options Learn how to navigate Set viewport display modes Navigate in the viewports Manage viewports Working with Objects Manage object properties Dimensions Layers Transform Objects Manage object visibility Moving Objects Rotating Objects Copying Objects Scaling Objects The Cplane World Coordinates And The C-Plane Setting The View And C-Plane Editing Curves 0501 Fillet Curves 0502 Chamfer Curves 0503 Blend And Match Curves 0504 Split/Trim/Boolean Curves 0505 Extend Curve Create curves from other objects Solid Modeling Text Extrude Curve And Surface Cap Planar Hole And Extract Boss And Rib Analyzing Normals Solid Editing Booleans Wirecut Edge Editing Face Editing Holes Transforms Solid Modeling Tutorial
9 Surfacing Surface From Planar Curves Extruded Curve Revolve And Rail Revolve Rail Sweep 2 Rail Sweep Curve Network Patch Command Blend Surfaces Pipe Command Surface Editing Control Point Editing Joining And Exploding Trimming And Splitting Fillet Edge Rebuild Trimming With Pipes Chamfer And Variable Chamfer Offset Variable Offset Untrim And Remove Unroll And Smash Shrink Trimmed Surfaces Surface Modeling Tutorial Analyzing Your Models Analyze objects Measure objects Analyze an object's mass properties Mesh Tools Draw mesh objects Edit mesh objects Extract and collapse mesh faces and vertices Model Prints And Options Rendering Add lights for rendering Use materials and textures Render your model scene Animate views Save viewport images
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