
Accurate photometric analysis · realistic visualisation
Lighting Simulation
Lighting simulation is the bridge between a design idea and the numbers that prove it works. A scheme that looks right in concept can fail on uniformity once the geometry is modelled; a fixture choice that meets the average lux target can still fail the glare metric or leave a critical task plane in shadow. Our simulation practice runs every project through industry-standard photometric software — radiosity, ray-tracing, false-colour analysis — until the design either passes the standard cleanly or the design changes so that it does. The output is both technical and visual: heat-maps and tables for the engineer, photoreal renders for the client.
How we work.
Geometry & materials
3D model of the space or site, with surface reflectances and finishes set against the architect's spec — the photometric ground truth for everything downstream.
Fixture import
Manufacturer IES / LDT photometric files imported into the model so the simulation runs against the actual fixtures being specified, not an idealised distribution.
Calculation pass
Radiosity or ray-trace calculation of illuminance, luminance, and uniformity across each task surface, application area, and viewing direction.
Compliance check
Cross-check of calculated values against EN 13201, EN 12464, EN 12193, or the project's governing standard — pass / fail per area, with deltas.
Visualisation
False-colour luminance maps, glare (UGR) analysis, and photoreal renders that translate the photometric data into images a non-technical client can read.
What this service covers.
Why simulate
Simulation is the cheapest stage of a lighting project to fail at. A photometric model that exposes a uniformity problem at design stage costs a few hours to fix; the same problem caught after install costs a re-aim, a re-spec, or a full retrofit. The other half of the value is communication: a heat-map and a render together let an architect, an engineer, and a non-technical client all look at the same scheme and have the same conversation about it.
The harder cases are the ones where the scheme passes on average lux but fails on uniformity, glare, or a specific viewing direction. Those failures are invisible to a hand calculation and only show up in a proper photometric model — which is why simulation is a non-optional stage on any non-trivial project.
Tools and method
We use industry-standard photometric software — DIALux (including DIALux evo for outdoor/architectural projects), Relux, and AGi32 — chosen per project for the specific application class. DIALux evo is well-suited to roadway and outdoor architectural work because it handles large geometry and IES files cleanly; Relux is strong for interior and sports models with detailed surface treatment; AGi32 is the reference tool for North-American-tradition workplace and floodlighting calculations.
Calculations are run against the actual fixtures specified — manufacturer IES or EULUMDAT (LDT) photometric files imported directly into the model — so the simulation reflects the procured product, not an idealised distribution. Surface reflectances are set from the architect's finishes spec, not from generic defaults.
What the deliverable looks like
The headline deliverable is a compliance summary: a table of every application area on the project, each row showing target lux/luminance/uniformity per the governing standard, calculated values from the model, and a pass/fail flag. Anything that fails is flagged for design action before the spec is issued.
Alongside the table, the report carries false-colour heat-maps for each area, luminance maps where façades or signage matter, glare values per viewing position, and — for projects that need it — photoreal renders generated from the same photometric model. The renders are the bridge to the visualisation service: the same calculation engine, the same fixture data, presented as an image rather than a table.
What you get.
- Illuminance (lux) heat-maps per task plane / application area
- Luminance (cd/m²) maps for façades, road surfaces, and architectural elements
- Uniformity calculations (U₀, Uₗ) per area, with pass/fail against the relevant standard
- Glare analysis: UGR for interiors, TI / GR for outdoor and sports facilities
- False-colour luminance maps for design review and stakeholder presentations
- Photoreal night-time renders generated from the same photometric model
- Compliance summary tables suitable for tender / regulatory submission
Common questions.
- Which photometric software do you use?
- DIALux (including DIALux evo for outdoor and architectural projects), Relux, and AGi32 — chosen per project for the specific application class. We work from the manufacturer's IES or LDT photometric files for the actual fixtures being specified, not idealised distributions, so the simulation reflects the procured hardware.
- What's the difference between an illuminance and a luminance calculation?
- Illuminance (lux) is the light arriving on a surface — the metric for task planes, road surfaces, and pedestrian areas. Luminance (cd/m²) is the light leaving a surface toward the viewer — the metric for façades, signage, screens, and roadway driver perception. Most projects need both: lux for compliance with the workplace or roadway standard, luminance for the architectural and driver-perception parts of the brief.
- Can simulation models be used for tender / regulatory submission?
- Yes. A DIALux or Relux compliance report — illuminance, luminance, uniformity, and glare values calculated against EN 13201, EN 12464, or EN 12193 — is the standard format for tender submission and regulatory review on Cyprus public infrastructure projects, and what most procurement specifications ask for.

