Calibration of Illuminance in Virtual Engine Light Rendering Based on Lighting Simulation Values
Abstract
With the continuous improvement of computers' ability to recreate real environments, when immersive virtual reality devices are used for lighting design, approximate models are often adopted due to real - time rendering performance limitations. This leads to designs relying on subjective perception, making it difficult to achieve precise quantitative verification. Professional lighting design software can perform physically accurate lighting calculations, and virtual engines can conduct efficient real - time rendering. Combining the advantages of the two makes it possible to achieve correct calculation and visual verification of light distribution in the engine. This paper proposes a new method of using Unity HDRP as a lighting design tool. Through in - depth research on the rendering pipeline and setting key parameters, correct light distribution and calculation can be carried out in the game engine. By creating the same virtual environment, the brightness distributions on the same surface calculated by Unity and Dialux are compared. The results show that after external parameter calibration, Unity is reliable in reproducing light distribution, and combined with real - time rendering, it can conduct correct and visual lighting design.
Keywords: Lighting Calculation, Real, Time Rendering, Lighting Design, Dialux, Unity
DOI: 10.54941/ahfe1006768
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