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               <dc:title>Energy-saving light positioning using heuristic search</dc:title>
               <dc:creator>Castro Villegas, Francesc</dc:creator>
               <dc:creator>Acebo Peña, Esteve del</dc:creator>
               <dc:creator>Sbert, Mateu</dc:creator>
               <dc:subject>Programació heurística</dc:subject>
               <dc:subject>Heuristic programming</dc:subject>
               <dc:subject>Intel·ligència artificial</dc:subject>
               <dc:subject>Artificial intelligence</dc:subject>
               <dc:subject>Algorismes genètics</dc:subject>
               <dc:subject>Computer algorithms</dc:subject>
               <dc:description>A new definition is given to the problem of light positioning in a closed environment, aiming at obtaining, for a global illumination radiosity solution, the position and emission power for a given number of lights that provide a desired illumination at a minimum total emission power. Such a desired illumination is expressed using minimum and/or maximum values of irradiance allowed, resulting in a combinatory optimization problem. A pre-process computes and stores irradiances for a pre-established set of light positions by means of a radiosity random walk. The reuse of photon paths makes this pre-process reasonably cheap. Different heuristic search algorithms, combined to linear programming, are discussed and compared, from the simplest hill climbing strategies to the more sophisticated population-based and hybrid approaches. The paper shows how the presented approaches make it possible to obtain a good solution to the problem at a reasonable cost</dc:description>
               <dc:description>This project has been funded in part with grant number TIN2010-21089-C03-01 from Spanish Government, and with grant number 2009 SGR 643 from Catalan Government</dc:description>
               <dc:date>2024-06-18T12:15:53Z</dc:date>
               <dc:date>2024-06-18T12:15:53Z</dc:date>
               <dc:date>info:eu-repo/date/embargoEnd/2026-01-01</dc:date>
               <dc:date>info:eu-repo/date/embargoEnd/2026-01-01</dc:date>
               <dc:date>2012</dc:date>
               <dc:type>info:eu-repo/semantics/article</dc:type>
               <dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
               <dc:identifier>http://hdl.handle.net/10256/11676</dc:identifier>
               <dc:relation>info:eu-repo/semantics/altIdentifier/doi/10.1016/j.engappai.2011.11.009</dc:relation>
               <dc:relation>info:eu-repo/semantics/altIdentifier/issn/0952-1976</dc:relation>
               <dc:relation>info:eu-repo/semantics/altIdentifier/issn/0952-1976</dc:relation>
               <dc:relation>info:eu-repo/grantAgreement/MICINN//TIN2010-21089-C03-01/ES/CONTENIDO DIGITAL PARA JUEGOS SERIOS: CREACION, GESTION, RENDERIZADO E INTERACCION/</dc:relation>
               <dc:relation>AGAUR/2009-2014/2009 SGR-643</dc:relation>
               <dc:rights>Tots els drets reservats</dc:rights>
               <dc:rights>info:eu-repo/semantics/embargoedAccess</dc:rights>
               <dc:publisher>Elsevier</dc:publisher>
               <dc:source>© Engineering Applications of Artificial Intelligence, 2012, vol. 25, núm.3, p. 566-582</dc:source>
               <dc:source>Articles publicats (D-IMA)</dc:source>
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