Lesson 5.4Lesson 5.4 · Daylighting Simulation
Glare & Visual Comfort
Why more daylight is not always better - disability versus discomfort glare, the Daylight Glare Probability, and how shading holds light, glare and heat in balance
The complaint that finally makes people close the blinds - and switch on the lights at noon - is almost never 'too dark'. It is glare.
You can design a room with a beautiful sDA and still fail its occupants, because the same big window that delivers daylight can throw blinding contrast across a screen. Glare is where daylighting most often breaks down in practice - and it is measured differently from everything so far, because it depends on luminance, the brightness of what you see, not the illuminance falling on a desk.
This lesson gives you the vocabulary and the metric: the difference between disability and discomfort glare, why luminance and contrast are the culprits, how the Daylight Glare Probability (DGP) puts a number on it, and how shading, blinds and orientation let you keep the daylight while holding the glare - and the heat - in check.
sDA says enough light. DGP says without the harsh bits. You need BOTH under 0.40 and over 55%.
Two kinds of glare - disability and discomfort
Glare is not one phenomenon. Disability glare is the objective kind: a bright source scatters light within the eye and lays a veiling luminance over the retinal image, physically reducing your ability to see the task - think of a low sun washing out a screen so you genuinely cannot read it. It is directly measurable and, at the extreme, a safety issue (driving into the sun).
Discomfort glare is subtler and, in interiors, usually the bigger design problem. Here you can still see - but the visual scene is unpleasant, distracting, tiring. It is the nagging brightness of a window in the corner of your eye that makes you squint, reposition, or reach for the blind. It is subjective and driven by contrast: a bright patch against a relatively dark surround is far more uncomfortable than the same brightness in an already-bright scene. This is why a sunlit window is fine in a bright, light-walled room but punishing in a dim one with a screen - and why simply making a space darker overall can make its glare worse, by deepening the contrast a bright source stands against. Because discomfort glare is what drives occupants to defeat a daylighting design - blinds down, lights on, the daylight you carefully modelled thrown away - it is the kind our metric (DGP) targets. Both matter, but managing discomfort glare is where daylighting design is usually won or lost.
Disability = you can't see (veiling). Discomfort = you can see but it hurts (contrast). Both = blinds down.
Luminance, not illuminance - why glare needs a different measurement
Everything in Lessons 5.1-5.3 measured illuminance: lux arriving at a surface, like a desk. Glare cannot be judged that way, because glare is about what the eye sees - and that is luminance, measured in candela per square metre (cd/m2): the brightness of a surface or source in a given direction. A desk can sit at a perfectly comfortable 400 lux while a slice of bright sky behind the monitor blazes at 8000-12000 cd/m2 and ruins the view. Illuminance says the task is well lit; luminance reveals the glare source.
So glare analysis works from a luminance image - the point-in-time render Radiance produces (Lesson 5.2) - not an illuminance grid. The tool captures the scene from the occupant's eye position and view direction (often a fisheye, to include the whole field of view), computes the luminance of every pixel, and then looks for bright sources against their surround. Two quantities matter: the absolute luminance of the source (a raw sun disc reflection is brutal) and its contrast with the background. This is why glare is inherently view-dependent: move the desk, turn the chair, and the same room can go from comfortable to intolerable. It is also why you must tell the simulation where the person sits and which way they face - a step the illuminance metrics never needed.
Daylight Glare Probability - putting a number on discomfort
The metric that consolidated glare research is Daylight Glare Probability (DGP), developed by Wienold and Christoffersen and computed by Radiance-based tools (evalglare in Honeybee, and inside ClimateStudio). DGP predicts the fraction of occupants likely to be disturbed by glare in a given view, on a 0-1 scale, and cleverly combines two ingredients: the overall vertical illuminance at the eye (how bright the whole scene is) and the luminance and size of individual glare sources relative to the background. That pairing is what makes it robust - it captures both 'the whole window is dazzling' and 'one hot spot is stabbing'.
The interpretation bands are worth memorising: DGP < 0.35 is imperceptible glare, 0.35-0.40 perceptible, 0.40-0.45 disturbing, and > 0.45 intolerable. A common design target for workspaces is keeping DGP below about 0.40 for most occupied hours in the main view. Because DGP depends on the sky and sun, it is evaluated for specific moments (a clear winter afternoon is often worst-case) or, increasingly, annually as enhanced simplified DGP (DGPs) across the year - the same climate-based spirit as sDA. Older indices exist - the Daylight Glare Index (DGI) and the unified UGR for electric lighting - but for daylight, DGP is the current standard, and the one you will quote.
Balancing daylight, glare and heat with shading
Glare control is not about less daylight; it is about managing peak luminance and contrast while keeping the useful light - and, conveniently, the same devices usually cut solar heat too, tying this lesson to Module 6. The main levers: Orientation and aperture - a north light (south, in the southern hemisphere) gives even, largely glare-free daylight; low east and west sun is the hardest to shade and the worst for glare and heat. External shading - overhangs, fins and a brise-soleil stop sun before it enters, cutting glare and cooling load at once (an overhead is highly effective for high midday sun; vertical fins for low lateral sun). Operable internal shading - venetian blinds, roller shades and, increasingly, automated or switchable ('electrochromic') glazing - handle the residual and the changing sun, which is exactly why the three-phase method (Lesson 5.3) exists: to model an operable blind across the year. Interior strategy - light finishes and a lightshelf raise the background luminance, which paradoxically reduces discomfort glare by lowering the contrast, and push daylight deeper.
The honest tension is that these often trade against sDA: a deep overhang that kills ASE and glare also trims daylight, and the right depth is exactly the kind of number simulation resolves - test overhang depths against sDA, ASE and DGP together, not one at a time. Balancing daylight, glare and solar heat simultaneously is the essence of good passive design, and simulating all three is how you find the sweet spot rather than guessing it.
Simulating glare across the year - and its limits
Because glare depends on the sun's exact position, a single DGP number is only a snapshot, and the honest question is how often a view is uncomfortable. Early practice picked a plausible worst case - typically a clear-sky low-sun afternoon with the occupant facing toward the window - and reported DGP there; if that survived, most milder moments would too. But the same climate-based spirit that gave us sDA now gives us annual glare: tools compute an enhanced simplified DGP (DGPs) or run the fast daylight-coefficient machinery to evaluate DGP across many hours, then report the fraction of occupied time a view exceeds a threshold (say, DGP > 0.40). That turns 'is it glary right now?' into 'how many working hours is this desk uncomfortable?' - a far more useful design number, and one that finally lets glare be balanced against sDA on the same annual footing.
Keep the limits in view, though. DGP was derived largely for office-type views and tasks, so applying it to a gallery, an atrium or a devotional space needs judgement, not blind trust in the 0.40 line. It predicts the share of people disturbed, so a low DGP means most - not all - occupants are comfortable. It depends on getting the eye position, view direction and field of view right, and on honest source luminances, so a careless camera set-up can flatter or condemn a design unfairly. And like every result in this course it is decision-support: superb for comparing a shaded option against an unshaded one, but not a guarantee that no one will ever squint. Used comparatively, with sensible views and an annual read, DGP is the best glare predictor available - and the tool that stops a beautiful, high-sDA room from being ruined the day it is occupied.
One DGP = a snapshot. Annual DGP = % of hours a view is glary. Compare options, don't over-trust 0.40.
DGP
Daylight Glare Probability - fraction of people disturbed by glare (0-1)
Combines eye-level vertical illuminance with source luminance/size. Bands: <0.35 imperceptible ... >0.45 intolerable; aim <~0.40.
Luminance (cd/m2)
Brightness of a surface/source as seen, in a direction
The quantity glare depends on - unlike the illuminance (lux) used for sDA/UDI. Read from a luminance render.
Disability vs discomfort glare
Cannot-see (veiling) versus can-see-but-unpleasant
Discomfort glare, driven by contrast, is the usual interior design problem and what DGP targets.
evalglare
Radiance tool that computes DGP from a luminance image
Wrapped by Honeybee and ClimateStudio; needs the occupant's eye position and view direction.
External shading / brise-soleil
Overhangs, fins and sun-breakers that block sun before entry
Cut glare and solar heat together; the primary architectural glare control (Module 6).
Workshop - diagnose and control glare in a real view
Glare is view-dependent, so this exercise puts you at a specific desk looking a specific way, and asks you to reason about DGP and the shading that would fix it.
A desk and a phone camera to start. To quantify, free: Honeybee's DGP/evalglare recipe in Grasshopper with a luminance render; or ClimateStudio's glare analysis.
Goal: identify a glare source, judge it against DGP bands, and prescribe control Inputs: a desk near a window you can sit at (or photograph), a notebook, phone camera Time: ~30 minutes
- 1Sit at the desk as you would work and note your view direction. Identify the brightest thing in your field of view - usually the window or a sunlit surface - and estimate whether it is a strong contrast against its surround.
- 2Reason about luminance versus illuminance: the desk may be comfortably lit (say 400 lux) yet the window blazes far brighter. Explain in a sentence why the illuminance metrics from Lesson 5.1 would miss this.
- 3Place the scene on the DGP scale qualitatively: is the glare imperceptible, perceptible, disturbing or intolerable? Justify using both overall brightness and the contrast of the source.
- 4Prescribe control without killing daylight: choose from external overhang/fin, operable blind, lighter surround, or repositioning the desk. Explain how each lowers DGP and what it costs in sDA.
- 5Note the co-benefit: for whichever external shading you chose, state how it also reduces solar heat gain - the Module 6 link - and how you would test overhang depth against sDA, ASE and DGP together.
You’ll walk away with
A short glare diagnosis of a real workstation: the identified source, a luminance-versus-illuminance explanation, a DGP-band judgement, and a prioritised control measure with its daylight and heat trade-offs noted.
Three altitudes on the same idea
Read the band that fits you — or all three.
Glare is where a high-sDA design gets sabotaged by its own occupants, so design shading for DGP as deliberately as you size windows for daylight. Orientation, overhang and fin depth, and a brise-soleil are your primary tools - and they cut cooling load at the same time. Test overhang depth against sDA, ASE and DGP together; the best section satisfies all three, not one.
You own the levers occupants actually touch - blinds, screen placement, finishes, desk orientation - and they decide whether a room's glare is livable. Lighter surrounds lower contrast and cut discomfort glare; positioning workstations out of a bright window's line of sight prevents the veiling that sends hands to the blind. A DGP render of the real view is your evidence.
'Luminance not illuminance' and 'DGP under 0.40' are the phrases that show you understand visual comfort. Learn that glare is about brightness and contrast in the field of view, evaluated from a luminance render at a specific eye position - not lux on a desk. A studio project that reports both daylight (sDA) and glare (DGP) demonstrates the balance real practice is judged on.
“If a space has plenty of daylight (good illuminance), it will be visually comfortable.”
Do it yourself
Reason it through from where you sit.
- 1Distinguish disability glare from discomfort glare in one sentence each.
- 2Why is glare measured with luminance (cd/m2) rather than illuminance (lux)?
- 3State the four DGP bands and a common workspace target.
- 4Why must a glare simulation know the occupant's eye position and view direction?
- 5Name two shading measures that reduce glare and solar heat at the same time.
The one line to carry out
Peer-reviewed journals & authoritative standards
- 01Daylighting — Wikipedia, 2026.
- 02Radiance - Lighting/daylight simulation — LBNL, 2026.
- 03Brise soleil — Wikipedia, 2026.
- 04Illuminating Engineering Society (IES) — IES, 2026.
- 05ClimateStudio / DIVA for Rhino — Solemma, 2026.
That completes the daylighting module: you can now read the metrics, run the engine, model a real year of skies, and control glare. The natural next step is solar and shading itself - sizing the overhangs and brise-soleil this lesson leaned on - which is where Module 6 begins.
The author
Amogh N P
Architect, interior designer, and creative polymath. Studio Matrx began in his notebooks — his vision of design made honest, useful, and open to everyone. Its Academy is written and taught in his memory, and free, forever.
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