PORTALE DELLA DIDATTICA

PORTALE DELLA DIDATTICA

PORTALE DELLA DIDATTICA

Elenco notifiche



Lighting

01WPUZT

A.A. 2026/27

Course Language

Inglese

Degree programme(s)

Minor Program Designing Experiences In Virtual Environments - Torino

Course structure
Teaching Hours
Lezioni 6
Esercitazioni in laboratorio 6
Esercitazioni in aula 8
Tutoraggio 20
Lecturers
Teacher Status SSD h.Les h.Ex h.Lab h.Tut Years teaching
Lo Verso Valerio Roberto Maria Professore Associato IIND-07/B 4 6 0 0 1
Co-lectures
Espandi

Context
SSD CFU Activities Area context
IIND-07/B 2    
2026/27
The ‘Lighting’ module is focused on understanding the principles of lighting, both electric lighting and daylighting, and how these can be applied to the most advanced simulations tools for the creation of photorealistic and photometric scenes of an internal space (but it is possible also to extend the application to outdoor spaces). Consequently, the course starts from the fundamentals of light as physical and perceptive phenomenon, ranging from visual effects (light actually perceived and ‘seen’ through the visual system) to non-visual effects of light (light the contributes to the entrainment of the circadian system, thus impacting on a number of aspects connected to the health of the occupants of the analyzed space, such the wake/sleep cycle, alertness, mood, cognitive performance and so forth). In order to optimize the modeling of a real space, the course also introduces the principles of the interaction of light with materials, in terms of simple (specular, Lambertian diffusing) of complex materials that need to be characterized through BSDF (bidirectional scattering distribution functions). Beside, attention will be paid on the performance of light sources, both electric (taken from technical datasheet provided by manufacturers) and daylight. All these aspects will be simulated in the software Real Ungine, analyzing the level of accuracy of the light scenes generated by the software. For this purpose, the scenes and the photometric quantities calculated by the tool (photopic illuminance, luminance, color properties of light – Color Rendering Index and Correlated Color Temperature - , melanopic illuminance) will be compared to that provided by other validated tools, which use Radiance, and to some measured values in real environments (classrooms, offices, exhibition rooms at Egyptian Museum, and others).
The ‘Lighting’ module is focused on understanding the principles of lighting, both electric lighting and daylighting, and how these can be applied to the most advanced simulations tools for the creation of photorealistic and photometric scenes of an internal space (but it is possible also to extend the application to outdoor spaces). Consequently, the course starts from the fundamentals of light as physical and perceptive phenomenon, ranging from visual effects (light actually perceived and ‘seen’ through the visual system) to non-visual effects of light (light the contributes to the entrainment of the circadian system, thus impacting on a number of aspects connected to the health of the occupants of the analyzed space, such the wake/sleep cycle, alertness, mood, cognitive performance and so forth). In order to optimize the modeling of a real space, the course also introduces the principles of the interaction of light with materials, in terms of simple (specular, Lambertian diffusing) of complex materials that need to be characterized through BSDF (bidirectional scattering distribution functions). Beside, attention will be paid on the performance of light sources, both electric (taken from technical datasheet provided by manufacturers) and daylight. All these aspects will be simulated in the software Real Ungine, analyzing the level of accuracy of the light scenes generated by the software. For this purpose, the scenes and the photometric quantities calculated by the tool (photopic illuminance, luminance, color properties of light – Color Rendering Index and Correlated Color Temperature - , melanopic illuminance) will be compared to that provided by other validated tools, which use Radiance, and to some measured values in real environments (classrooms, offices, exhibition rooms at Egyptian Museum, and others).
At the end of the course, students will be able to: • Manage and apply photometric quantities to simulation tools, particularly (but not only) Real Engine • Characterize electric light and daylight sources • Characterize material properties • Manage light simulations in Real Engine in some selected real‑world case studies and correctly interpret results (output) • Validate the output in comparison to other tools and measured data
At the end of the course, students will be able to: • Manage and apply photometric quantities to simulation tools, particularly (but not only) Real Engine • Characterize electric light and daylight sources • Characterize material properties • Manage light simulations in Real Engine in some selected real‑world case studies and correctly interpret results (output) • Validate the output in comparison to other tools and measured data
Students are expected to have general familiarity with basic principles of lighting (photometric quantities, light sources, daylight properties) and of lighting simulation tools. Some familiarity with 3D modeling and static-scene rendering, along with basic programming skills, is also recommended, as these will be used during the development of lighting applications.
Students are expected to have general familiarity with basic principles of lighting (photometric quantities, light sources, daylight properties) and of lighting simulation tools. Some familiarity with 3D modeling and static-scene rendering, along with basic programming skills, is also recommended, as these will be used during the development of lighting applications.
The organization of course topics is as follows: • Fundamentals lighting: photometric quantities, light sources, materials (0.5 CFU) • Unreal Engine: input and output management, real-time rendering pipeline, scene organization, asset import and management, materials and lighting for real-time applications, and interaction logic (1 CFU) • Interpretation of results and comparison to other software or measurements in real settings (0.5 CFU) Total: 2 CFU, 20 hours
The organization of course topics is as follows: • Fundamentals lighting: photometric quantities, light sources, materials (0.5 CFU) • Unreal Engine: input and output management, real-time rendering pipeline, scene organization, asset import and management, materials and lighting for real-time applications, and interaction logic (1 CFU) • Interpretation of results and comparison to other software or measurements in real settings (0.5 CFU) Total: 2 CFU, 20 hours
The course is designed as a core technical module of the Minor Program and is closely coordinated with the other teaching activities. Practical exercises and project work are explicitly aligned with the interdisciplinary objectives of the Minor.
The course is designed as a core technical module of the Minor Program and is closely coordinated with the other teaching activities. Practical exercises and project work are explicitly aligned with the interdisciplinary objectives of the Minor.
The course combines theoretical lectures with hands-on laboratory sessions. Practical activities are designed to progressively build the skills needed to develop a complete photorealistic and accurate lighting simulation.
The course combines theoretical lectures with hands-on laboratory sessions. Practical activities are designed to progressively build the skills needed to develop a complete photorealistic and accurate lighting simulation.
• Unreal Engine official documentation and tutorials • Course slides and teaching materials provided through the teaching portal
• Unreal Engine official documentation and tutorials • Course slides and teaching materials provided through the teaching portal
Slides; Esercizi; Esercitazioni di laboratorio; Esercitazioni di laboratorio risolte; Materiale multimediale ;
Lecture slides; Exercises; Lab exercises; Lab exercises with solutions; Multimedia materials;
Modalita di esame: Accertamento (esame senza voto); Elaborato progettuale individuale;
Exam: Check; Individual project;
...
Gli studenti e le studentesse con disabilita o con Disturbi Specifici di Apprendimento (DSA), oltre alla segnalazione tramite procedura informatizzata, sono invitati a comunicare anche direttamente al/la docente titolare dell'insegnamento, con un preavviso non inferiore ad una settimana dall'avvio della sessione d'esame, gli strumenti compensativi concordati con l'Unita Special Needs, al fine di permettere al/la docente la declinazione piu idonea in riferimento alla specifica tipologia di esame.
Exam: Check; Individual project;
In addition to the message sent by the online system, students with disabilities or Specific Learning Disorders (SLD) are invited to directly inform the professor in charge of the course about the special arrangements for the exam that have been agreed with the Special Needs Unit. The professor has to be informed at least one week before the beginning of the examination session in order to provide students with the most suitable arrangements for each specific type of exam.
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