Mesh模型——Lighting

Lighting
This section of the specification defines a set functionalities related to lighting control. This includes dimmable lights as well as tunable and color changing lights. It also includes a light control model that allows specific behaviors triggered by sensors, such as turning lights on based on occupancy or balancing a light level based on ambient light conditions, dimming lights after a period of inactivity and eventually turning lights off.
规范的这一节定义了与照明控制相关的一组功能。这包括可调光以及可调光和变色光。它还包括允许传感器触发特定行为的光控制模型,例如,根据占用情况打开灯光或根据环境光照条件平衡灯光级别,在一段时间不活动后调暗灯光并最终关闭灯光。
 
1、Lighting states
 
1.1、Introduction
There are different types of light sources with different capabilities. Accordingly, there are different ways to express a state of a light.
不同类型的光源具有不同的功能。因此,有不同的方式来表达光的状态。
 
The simplest way of controlling a light is turning it on or off. This is done by controlling the Generic OnOff state (see Section 3.1.1).
控制灯光的最简单方法是打开或关闭灯光。这是通过控制通用的开启关闭状态来实现的(见第3.1.1节)。
 
A more advanced method of controlling a light is changing the lightness. This is done by controlling the Light Lightness Actual state (see Section 6.1.2.1). For an informative discussion of lightness, see Section A.2.
一种更先进的控制灯光的方法是改变亮度。这是通过控制灯光亮度的实际状态来实现的(见第6.1.2.1节)。有关亮度的详细讨论,请参见第A.2节。
 
If a light is a tunable white, meaning it is possible to control its color temperature, this is done by controlling the Light CTL state (see Section 6.1.3) along with the DUV (Delta UV). The color temperature corresponds to a particular locus (curve) on the color chart and is equivalent to black body radiation at different temperatures (expressed in Kelvin). Higher color temperatures are more bluish or cool and lower color temperatures are reddish or warm. Incandescent light is typically 2700K to 3000K, while daylight or fluorescent light is typically 5000K. DUV (Delta UV) is the distance from the Black Body curve. It is a range of -1.0 to 1.0 with a 16-bit resolution. The Color Temperatures all fall on the black body locus (curve) and some applications want to slightly deviate from the black body curve (e.g., to accentuate pinks/reds).
如果光是可调谐的白色,这意味着可以控制其色温,这可以通过控制光CTL状态(见第6.1.3节)和DUV(Delta UV)来实现。色温对应色图上的一个特定轨迹(曲线),相当于不同温度下的黑体辐射(以开尔文表示)。色温越高,颜色就越蓝或冷,色温越低,颜色就越红或热。白炽灯一般为2700K至3000K,日光灯或荧光灯一般为5000K。DUV(Delta UV)是与黑体曲线的距离。它的范围是-1.0到1.0,分辨率为16位。色温都落在黑体轨迹(曲线)上,有些应用希望稍微偏离黑体曲线(例如,突出粉红色/红色)。
 
If a light is a color changing light, meaning it is possible to control all three dimensions (Hue, Saturation, and Lightness or HSL), this is done by controlling each state independently:
     Lightness is controlled by the Light Lightness Actual state (see Section 6.1.2.1).
     Hue is controlled by the Light HSL Hue state (see Section 6.1.4.1). 
     Saturation is controlled by the Light HSL Saturation state (see Section 6.1.4.2).
如果光是变色光,这意味着可以控制所有三个维度(色调、饱和度和亮度或HSL),这可以通过独立控制每个状态来完成:
     亮度由灯光亮度实际状态控制(见第6.1.2.1节)。
     色调由灯光HSL色调状态控制(见第6.1.4.1节)。
     饱和度由光HSL饱和状态控制(见第6.1.4.2节)。
注:HSL是一种将RGB色彩模型中的点在 圆柱坐标系 中的表示法。这两种表示法试图做到比基于 笛卡尔坐标系 的几何结构RGB更加直观。HSL即 色相 饱和度 亮度 (英语:Hue, Saturation, Lightness)。

       色相(H)是色彩的基本属性,就是平常所说的颜色名称,如红色黄色等。
       饱和度(S)是指色彩的纯度,越高色彩越纯,低则逐渐变灰,取0-100%的数值。
       明度(V),亮度(L),取0-100%。

The HSL model [4] is considered to be the default model for controlling color light in a mesh network. The RGB model used in computer monitors and printers has several flaws. For example, it depends on having a good source of primary colors. In today s light sources, different primary colors other than RGB are used and often more than three are used; and three variables are required to mix to result in a final color. On the other hand, the HSL model makes it easy to implement in a variety of controllers (smart phone apps and physical color light controllers using so-called color wheels for Hue / Saturation selection and a linear slider for Lightness). It also fits in nicely with the concept of models extending other models. The HS extends L, forming a combined HSL color light control model.
HSL模型[4]被认为是用于控制网格网络中的色光的默认模型。用于计算机显示器和打印机的RGB模型有几个缺陷。例如,它取决于有一个良好的原色来源。在当今的光源中,除了RGB外,还使用不同的原色,通常使用三种以上的原色;并且需要混合三个变量才能得到最终的颜色。另一方面,HSL模型使其易于在各种控制器中实现(智能手机应用程序和物理色光控制器使用所谓的色轮进行色调/饱和度选择,并使用线性滑块进行亮度选择)。它也很好地符合模型扩展其他模型的概念。HS扩展L,形成组合HSL色光控制模型。
 
Note: The HSL color space can be converted to other color spaces. For example, the following code may be used when converting HSL to RGB
注意:HSL颜色空间可以转换为其他颜色空间。例如,将HSL转换为RGB时可以使用以下代码
 
H = Light HSL Hue / 65535
S = Light HSL Saturation / 65535
L = Light Lightness / 65535
if ( S == 0 )
{
 R = L
 G = L
 B = L
}
else
{
 if ( L < 0.5 ) var_2 = L * ( 1 + S )
 else var_2 = ( L + S ) - ( S * L )
 var_1 = 2 * L - var_2
 R = Hue_2_RGB( var_1, var_2, H + ( 1/3 )) 
 G = Hue_2_RGB( var_1, var_2, H )
 B = Hue_2_RGB( var_1, var_2, H - ( 1/3 ))
}
Hue_2_RGB( v1, v2, vH ) //Function Hue_2_RGB
{
 if ( vH < 0 ) vH += 1
 if ( vH > 1 ) vH -= 1
 if (( 6 * vH ) < 1 ) return ( v1 + ( v2 - v1 ) * 6 * vH )
 if (( 2 * vH ) < 1 ) return ( v2 )
 if (( 3 * vH ) < 2 ) return ( v1 + ( v2 - v1 ) * ( ( 2/3 ) - vH ) * 6 )
 return ( v1 )
}

Professional color light control applications use a CIE1931 [4] color chart system, created by the Commission on Illumination in 1931. It is the first mathematically defined color chart and can be used as an alternative to the HSL model. It defines human perceptible colors with x, y, and Y coordinates, where x and y are coordinates of the color on the chart, and Y represents luminance.
专业色光控制应用使用CIE1931[4]色卡系统,由照明委员会于1931年创建。它是第一个数学定义的彩色图表,可以作为HSL模型的替代品。它用x、y和Y坐标定义人类可感知的颜色,其中x和y是图表上颜色的坐标,Y表示亮度。

 
In a mesh network, the color light control model for professional applications is the xyL model, where x and y have the same meaning of chromaticity coordinates as in the xyY model. L is the perceived lightness, represented by the Light Lightness Actual state (see Section 6.1.2.1). The x and y are represented by the Light xyL x (see Section 6.1.5.1) and Light xyL y (see Section 6.1.5.2) states, extending the L by xy to form a combined Light xyL Server model.
在mesh网络中,专业应用的色光控制模型是xyL模型,其中x和y具有与xyY模型中相同的色度坐标意义。L是可感知的亮度,由灯光亮度实际状态表示(见第6.1.2.1节)。x和y由Light xyL x(见第6.1.5.1节)和Light xyL y(见第6.1.5.2节)状态表示,用xy扩展L以形成组合的Light xyL服务器模型。
 
It should be noted that the Light HSL Hue, Light HSL Saturation, and the Light xyL x and Light xyL y states are related. Changing one of them results in the others being changed.
应注意的是,光HSL色调、光HSL饱和度以及光xyL x和光xyL y状态是相关的。改变其中一个会导致另一个被改变。
 
Since modern light sources and controllers allow for very precise light control, all the light control states have 16-bit precision.
由于现代光源和控制器允许非常精确的光控制,所有的光控制状态都有16位精度。
 
 
1.2、Light Lightness state
 
The Light Lightness state is a composite state that includes the Light Lightness Linear, the Light Lightness Actual, the Light Lightness Last, and the Light Lightness Default states.
灯光亮度状态是一种复合状态,包括灯光亮度线性、灯光亮度实际、灯光亮度最后和灯光亮度默认状态。
 
1.2.1、Light Lightness Linear
 
The Light Lightness Linear state represents the lightness of a light on a linear scale. The state is   bound to the Light Lightness Actual state. The values for the state are defined in the following table.
灯光亮度线性状态表示灯光在线性比例上的亮度。状态绑定到灯光亮度实际状态。下表定义了状态值。
 
Table 6.1: Light Lightness Linear states(光亮度线性状态)
Value
Description
中文描述
0x0000
Light is not emitted by the element.
光不是由元素发出的。
0x0001–0xFFFE
The lightness of a light emitted by the element.
元素发出的光的亮度。
0xFFFF
The highest lightness of a light emitted by the element.
元素发出的光的最高亮度。

 

 
 
 
 
 
 
 
 
 
The linear lightness of a light is equal to the measured light intensity (Y), from 0 to 65535.
光的线性亮度等于从0到65535的测量光强度(Y)。
 
1.2.1.1、Binding with the Light Lightness Actual state
 
The Light Lightness Linear state is bound to an instance of the Light Lightness Actual state (see Section 6.1.2.2), meaning that whenever the Light Lightness Linear state of an element changes as a result of an action other than the change of the bound Light Lightness Actual state (see Section 6.1.2.2.1), the following calculation shall be performed:
光亮度线性状态被绑定到光亮度实际状态的实例(见第6.1.2.2节),这意味着当一个元素的光亮度线性状态由于除绑定光亮度实际状态的变化之外的动作而改变时(见第6.1.2.2.1节),应进行以下计算:
 
 
1.2.2、Light Lightness Actual
 
The Light Lightness Actual state represents the lightness of a light on a perceptually uniform lightness scale [6]. The state is bound to the Generic Level state and the Generic OnOff state. The values for the state are defined in the following table.
灯光亮度实际状态表示在感知一致的亮度刻度上的灯光亮度[6]。状态绑定到泛型级别状态和泛型打开关闭状态。下表定义了状态值。
 
Table 6.2: Light Lightness Actual states(灯光亮度实际状态)
Value
Description
中文描述
0x0000
Light is not emitted by the element.
光不是由元素发出的。
0x0001–0xFFFE
The perceived lightness of a light emitted by the element.
元素发出的光的可感知的亮度。
0xFFFF
The highest perceived lightness of a light emitted by the element.
元素发出的光所能感知到的最高亮度。

 

 
 
 
 
 
 
 
 
 
The perceived lightness of a light (L) is the square root of the measured light intensity (Y):
光的感知亮度(L)是测量光强度(Y)的平方根:
 
Where L is the perceived lightness and Y is the measured light intensity (from 0 to 65535).
其中,L是可感知的亮度,Y是测量的光强度(从0到65535)。
 
Note: The scientific community s understanding of the exact relationship between the L and Y variables has changed over time. Appendix A.2 summarizes these changes. For a detailed history, see The Basis of Physical Photometry [17] from the International Commmission of Illumination (CIE). The CIE works with the International Organization for Standardization (ISO) to define global standards for various types of illumination. The organization s published illumination standards and research publications are available on the CIE website.
注:科学界对L和Y变量之间确切关系的理解随着时间的推移而改变。附录A.2总结了这些变化。有关详细历史,请参见国际照明委员会(CIE)的《物理光度测定基础》[17]。CIE与国际标准化组织(ISO)合作,为各种类型的照明定义全球标准。该组织出版的照明标准和研究出版物可在CIE网站上查阅。
 
1.2.2.1、Binding with the Light Lightness Linear state
 
The Light Lightness Actual state is bound to an instance of the Light Lightness Linear state (see Section 6.1.2.1), meaning that whenever the Light Lightness Linear state of an element changes as a result of an action other that the change of the bound Light Lightness Linear state (see Section 6.1.2.1.1), the following calculation shall be performed:
光亮度实际状态被绑定到光亮度线性状态的实例(见第6.1.2.1节),这意味着当一个元素的光亮度线性状态由于动作而改变时,而不是绑定光亮度线性状态的改变(见第6.1.2.1.1节),应进行以下计算:
 
1.2.2.2、Binding with the Generic Level state
 
The Light Lightness Actual state is bound to an instance of the Generic Level state (see Section 3.1.2), meaning that whenever the Generic Level state of an element changes, the following calculation shall be performed:
灯光亮度实际状态绑定到通用级别状态的实例(见第3.1.2节),这意味着每当元素的通用级别状态发生更改时,应执行以下计算:
A reverse binding is also defined, meaning that whenever the Light Lightness Actual state of an element changes, the following calculation shall be performed:
还定义了反向绑定,这意味着当元件的光亮度实际状态发生变化时,应进行以下计算:
 
The Light Lightness Actual state shall not wrap around when reaching the maximum or minimum values.
当达到最大值或最小值时,光亮度实际状态不应卷绕(环绕)。
 
1.2.2.3、Binding with the Generic OnOff state
 
The Light Lightness Actual state is bound to an instance of the Generic OnOff state (see Section  3.1.1), meaning that whenever the Generic OnOff state of an element is set, the following calculations shall be performed:
灯光亮度实际状态绑定到通用开启关闭状态的实例(见第3.1.1节),这意味着无论何时设置了元素的通用开启关闭状态,都应执行以下计算:
 
A reverse binding is also defined, meaning that whenever the Light Lightness Actual state of an element changes, the following calculations shall be performed:
还定义了反向绑定,这意味着当元素的灯光亮度实际状态发生变化时,应进行以下计算:
 
1.2.2.4、Binding with the Generic OnPowerUp state
 
The Light Lightness Actual state is bound to an instance of the Generic OnPowerUp state (see Section 3.1.4), meaning that during a power up sequence (when an element is physically powered up), the following calculations shall be performed:
灯光亮度实际状态绑定到通用通电状态的实例(见第3.1.4节),这意味着在通电顺序期间(当元件物理通电时),应执行以下计算:
 
1.2.2.5、Binding with the Light Lightness Range state
 
The Light Lightness Actual state is bound to an instance of the Light Lightness Range state (see Section 6.1.2.5), meaning that whenever the Light Lightness Actual state of an element changes, the following calculations shall be performed:
灯光亮度实际状态绑定到灯光亮度范围状态的实例(参见第6.1.2.5节),这意味着每当元素的灯光亮度实际状态发生变化时,应执行以下计算:
 
 
1.2.3、Light Lightness Last
 
The Light Lightness Last state represents the lightness of a light on a perceptually uniform lightness scale [6].
“灯光亮度”最后一个状态表示在可感知的均匀亮度比例上的灯光亮度[6]。
 
The purpose of the Light Lightness Last state is to store the last known non-zero value of the Light Lightness Actual state, which is a result of a completed transactional change of the state. This allows restoring the value of the Light Lightness Actual state to its previous non-zero value when the bound Generic OnOff state is set back to 1. Depending on the value of the Generic OnPowerUp state (see Section 3.1.4), It may also be used as a default value when an element is powered up.
Light Lightness Last state的目的是存储Light Lightness实际状态的最后一个已知的非零值,这是完成状态事务性更改的结果。当绑定的泛型打开关闭状态设置回1时,这允许将灯光亮度实际状态的值还原为其以前的非零值。根据通用OnPowerUp状态的值(请参阅第3.1.4节),当元素通电时,它也可以用作默认值。
 
Whenever the Light Lightness Actual state is changed with a non-transactional message or a completed sequence of transactional messages to a non-zero value, the value of the Light Lightness Last shall be set to the value of the Light Lightness Actual.
当使用非事务性消息或已完成的事务性消息序列将灯光亮度实际状态更改为非零值时,最后的灯光亮度值应设置为灯光亮度实际值。
 
The default value for the Light Lightness Last is 0xFFFF. The values for the state are defined in the following table.
最后灯光亮度的默认值是0xFFFF。下表定义了状态值。
 
Table 6.3: Light Lightness Last states(光亮度最后状态)
Value
Description
中文翻译
0x0000
Prohibited
禁止
0x0001–0xFFFE
The perceived lightness of a light emitted by the element
元素发出的光的可感知的亮度
0xFFFF
The highest perceived lightness of a light emitted by the element
元素发出的光所能感知到的最高亮度

 

 
 
 
 
 
 
 
 
 
1.2.4、Light Lightness Default
 
The Light Lightness Default state is a value ranging from 0x0000 to 0xFFFF, representing a default lightness level for the Light Lightness Actual state. The purpose of the Light Lightness Default state is to determine the lightness level of an element when powered up and when the Generic OnPowerUp state (see Section 3.1.4) bound to the Light Lightness state is set to 0x01 (Default). The values for the state are defined in the following table.
灯光亮度默认状态是一个从0x0000到0xFFFF的值,表示灯光亮度实际状态的默认亮度级别。灯光亮度默认状态的目的是确定元素在通电时以及绑定到灯光亮度状态的通用通电状态(见第3.1.4节)设置为0x01(默认)时的亮度级别。下表定义了状态值。
 
Table 6.4: Light Lightness Default states(灯光亮度默认状态)
Value
Description
中文描述
0x0000
Use the Light Lightness Last value (see Section 6.1.2.3 )
使用灯光亮度最后值(见第6.1.2.3节)
0x0001–0xFFFE
The perceived lightness of a light emitted by the element
元素发出的光的可感知的亮度
0xFFFF
The highest perceived lightness of a light emitted by the element
元素发出的光所能感知到的最高亮度

 

 
 
 
 
 
 
 
 
 
The default value for the Light Lightness Default state is 0x0000.
灯光亮度默认状态的默认值为0x0000。
 
1.2.5、Light Lightness Range
 
The Light Lightness Range state determines the minimum and maximum lightness of an element.
This is a pair of 16-bit unsigned integers: Light Lightness Range Min and Light Lightness Range Max.

光亮度范围状态决定了元素的最小和最大亮度。
这是一对16位无符号整数:最小亮度范围和最大亮度范围。

The Light Lightness Range Min state determines the minimum non-zero lightness an element is configured to emit. The Light Lightness Range Max state determines the maximum lightness an element is configured to emit. The values for the state are defined in the following table.
灯光亮度范围最小状态确定元素配置为发射的最小非零亮度。光亮度范围最大状态决定了一个元素被配置为发出的最大亮度。下表定义了状态值。
 
Table 6.5: Light Lightness Min and Light Lightness Max states(最小亮度和最大亮度状态)
Value
Description
中文描述
0x0000
Prohibited
禁用
0x0001–0xFFFF
The lightness of an element
元素的亮度等级

 

 
 
 
 
 
 
The default values for the Light Lightness Range Min and Light Lightness Range Max are product specific and are decided by a vendor. The value of the Light Lightness Range Max state shall be greater than or equal to the value of the Light Lightness Range Min state.
“灯光亮度范围最小值”和“灯光亮度范围最大值”的默认值是特定于产品的,由供应商决定。灯光亮度范围最大状态的值应大于或等于灯光亮度范围最小状态的值。
 
1.3、Light CTL state
 
The Light CTL state is a composite state that includes the Light CTL Temperature, the Light CTL   Temperature Range, the Light CTL Temperature Default, the Light CTL Delta UV, the Light CTL Delta UV Default, and the Light CTL Lightness states.
Light CTL state是一个复合状态,它包括Light CTL Temperature、Light CTL Temperature Range、Light CTL Temperature Default、Light CTL Delta UV、Light CTL Delta UV Default和Light CTL Lightness状态。
 
 
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点云数据和mesh模型是计算机图形学中常用的两种表示方法。 点云数据是由大量的离散点组成的集合,每个点都有自身的坐标信息。这些点可以是通过三维激光扫描或者摄像机捕捉获得的实际物体表面上的点,也可以是通过计算生成的虚拟点。点云数据能够准确地表示物体的形状、位置和细节等信息。但是点云数据缺乏表面拓扑结构信息,难以进行直接的处理和分析,因此在某些应用中需要将其转换为mesh模型Mesh模型是由一系列的三角形面片组成的二维网格,每个三角形面片由三个顶点和三条边组成。通过连接不同的三角形面片,可以得到复杂的物体形状。Mesh模型能够表示物体的具体形状和表面拓扑结构,适用于进行渲染、碰撞检测、形状编辑等操作。然而,由于三角形面片数量大,Mesh模型需要更多的内存来存储,也需要更复杂的算法来处理。 两者之间的转换可以通过一些算法来实现。点云数据可以通过点云重建算法转换为mesh模型,将一组离散的点通过三角化等方法连接起来,形成三角形面片组成的网格。反之,mesh模型可以通过网格化技术将三角形面片分解为一组离散的点。两者之间的选择取决于具体的应用需求。 在实际应用中,点云数据用于进行三维建模、虚拟现实、三维重建等领域,而mesh模型则主要用于计算机动画、游戏开发、计算机辅助设计等领域。

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