Lighting Design and Simulation Knowledgebase

Lighting Design Glossary

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Lighting Design and Simulation Terminology

This lighting glossary combines terms that are used in architectural lighting design and lighting simulation. The interdisciplinary nature of the work of the lighting designer is reflected by terms originating in architecture, radiometry, photometry, colorimetry, metereology, physiology, psychology, mathematics, geometry and computer graphics.

Credits:
Of course, the information in this lighting glossary is not something we invented ourselves. We have used a number of printed and online sources in compiling everything you find here.

What we do not cover here, are the terms from what might be referred to as "lighting technology". If you are interested eg. in the mechanical and electrical details of specific light source types, then we can recommend both the Lithonia glossary and the Philips lighting glossary.


 
# A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
 

#
 
3Dsolar software
 
A
 
absorptance
absorption
absorption coefficient
absorption factor
accommodation
adaptation
adaptative color shift
afterimage
aftersensation
albedo
aliasing
altitude
animation
animation path
antialiasing
aperture
apostilb
antimatter
atmospheric transmissivity
 
B
 
beam angle
beam axis
beam lumens
blinding glare
blondel
brightness
bubble
 
C
 
candela
candela per square foot
candela per square inch
candle
candlepower
chromatic adaptation
clear sky
cloudy sky
color rendering index
CRI
CCT
color temperature
cone
contrast
cosine law
cup
cylinder
 
D
 
dalx
dark adaptation
daylight
daylight factor
daylighting
diffuse reflectance
direct glare
direct lighting
direct/indirect lighting
disability glare
discomfort glare
distributed raytracing
 
E
 
electrical lighting
etendue
exitance see luminous exitance and radiant exitance
exposure
extinction coefficient
 
F
 
feature animation
field angle
footcandle
footlambert
 
G
 
gamma
gamma correction
general color rendering index
geometry animation
glare
ground light
 
H
 
hefner candle
hefner unit
hot spot
 
I
 
illuminance
illumination
image filtering
indirect lighting
intensity see luminous intensity and radiant intensity
inverse square law
irradiance
 
J
 
jittered sampling
 
K
 
kelvin
 
L
 
lambert
lambertian surface
Lambert's cosine law
light
light adaptation
lighting design
lumberg
lumen
lumen method
luminance
luminance contrast
luminous
luminous emittance
luminous energy
luminous exitance
luminous flux
luminous flux density
luminous intensity
luminous power
lux
 
M
 
material
matte
mesopic vision
metamer
michelson contrast
mirror angle
mist
mixture
modifier
modulation
morphing
 
N
 
nit
normal vector
 
O
 
overcast sky
 
P
 
participating medium
partly cloudy sky
pattern
peak-to-peak contrast
penumbra
perception
phot
photogene
photometric brightness
photometry
photopic vision
point by point method
polar angle
polygon
 
Q
 
 
R
 
radiance
Radiance software
radiant emittance
radiant energy
radiant exitance
radiant flux
radiant flux density
radiant flux transfer method
radiant intensity
radiant power
radiometry
radiosity
radiosity method
Rayfront software
raytracing
reflectance
reflected glare
right hand rule
ring
 
S
 
scattering albedo
scattering coefficient
scotopic vision
sensation
sky light
solar altitude
solid angle
source
specular
sphere
square law
steradian
stilb
stochastic raytracing
sunlight
sunny sky
surface
surface normal
 
T
 
TAF
talbot
texture
time of day animation
time of year animation
time series animation
transient adaptation
transient adaptation factor
transmisison coefficient
transmisison factor
transmissivity
transmittance
tube
 
U
 
umbra
 
V
 
veiling luminance
veiling reflection
violle
 
W
 
walk-through animation
wavelength
weber contrast
white balance
workplane
 
X
 
 
Y
 
 
Z
 
zonal cavity method
 

 

This lighting glossary is by far not complete. We'll update it continually. However, if you need any related term explained, and don't find it here, just ask us, and if we know the definition (or can dig it up somewhere), we'll add it to our list!

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