55 reinders performance_modelling_of_pv_systems_in_a_virtual_environment
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Transcript of 55 reinders performance_modelling_of_pv_systems_in_a_virtual_environment
Performance modelling of PV Systems in a Virtual Environment Angèle Reinders, Hans Veldhuis, Arend Jan Kamphuis, Twan van Leeuwen
Energy Center ARISE, Faculty of Engineering Technology
University of Twente, Enschede, The Netherlands
e-mail: [email protected]
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CONTENTS
Why VR4PV?
How does VR4PV actually work?
Applications of VR4PV:
Case 1. PV in the built environment
Case 2. Design of moving PV systems - PV powered boats
Case 3. Shadow analysis for the design of a PV power lamp
Case 4. Allocation of PV systems and other RETs on small islands
Conclusions and recommendations
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WHY VR4PV?
Enabling fast visualisations of PV systems during design and evaluation
Rendering of shades by surroundings as well as due to self-shading
Including movement of PV systems in simulations
Case 1: PV in the built environment
CASE 2: MOVING PV OBJECTS - PV BOATS
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Project in the framework of the
Dong Energy Solar Challenge:
a world championship for PV-
powered boats in Friesland to
stimulate development of PV boats
How does VR4PV actually work?
VR4PV is a program created in Quest3D Virtual Reality software www.quest3d.com
The Quest3D tool can import 3D models and produce real-time 3D Windows
applications
Programming happens in a visual way, by graphical programming
Output: animations or export files
Combining visualization with physical or other
simulations as a background process
Advantages:
Fast visualizations
Natural modelling of surroundings, dynamic, movements
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How does VR4PV work?
-Instead of ray-tracing, rasterization
with real-time visualized simulations
-3D CAD objects can be imported in
a scene (to be rendered)
-Rendering of shades: internal feature of
Quest3D
-PV cells / PV modules can be ‘glued’
on surfaces of objects in 3D scene
-Camera positions can be determined
in advance or by a preset scenario
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1-min
to
hourly
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FLOW SCHEME
Relatively simple model
Irradiance
Diffuse-direct components: Orgill-Hollands
Tilt conversion: Liu-Jordan
Sun’s position: Blanco-Muriel
Shading
By surrounding objects: stencil mapping (in Quest3D)
Self-shading: stencil mapping (in Quest3D)
Photovoltaics
Performance solar cell: one-diode model based on fit
Temperature solar cell: Skoplaki, Ross, King [1]
Other, to be added based on interest user
Soiling, Mismatch, DC cabling, Inverter (etc)
[1] Veldhuis, A.J., Nobre, A.M., Peters, I.M., Reindl, T., Rüther, R. and A.H.M.E. Reinders. “An Empirical Model for Rack-Mounted
PV Module Temperatures for Southeast Asian Locations Evaluated for Minute Time Scales.” IEEE Journal of Photovoltaics, Vol 5,
No 3 (2015): 774-782.
Irradiance in VR4PV
[2] Veldhuis, A. J., and A.H.M.E. Reinders. "Real-time irradiance simulation for PV products and building integrated PV in a virtual
reality environment.“, IEEE Journal of Photovoltaics, Vol 2, No 3 (2012): 352-358.
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Relative error in tilt conversion irradiance < 5%, data from Bolzano, minute data [2]
Hourly data and/or other locations show similar results
Tilt conversion of irradiance
validated for four locations:
- Bolzano, Italy
- Los Angeles, USA
- Jayapura, Indonesia
- Enschede, NL
On a hourly and minute basis
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MODELING PROCEDURE IN VR4PV USING QUEST3D AS MAIN SOFTWARE ENVIRONMENT
3D CAD model
Weather data
Irradiancemodel
Execute simulation
Results
Solid Works
3ds max
Maya
Input Global horizontal irradiance
Wind speed & ambient temperature
Date & time
Location
Input Isotropic model
Input Add solar cells on surfaces
Calculate irradiance on tilted planes
Determine shadows
Determine PV power production
Export data
Animation
Analyze
CASE 3: SHADOW SIMULATIONS OF
PV POWERED STREET LIGHT INSIDE A COURTYARD
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lamp
POSITION OF SOLAR CELLS ON TOP OF STREET LIGHT
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Three situations:
PV cell 1 is in full shadow:
It receives only the diffuse and
ground reflected irradiance,
PV cell 2 and 3 are partly shaded:
They receive a fraction of the
direct irradiance in addition to diffuse
and ground reflected irradiance.
PV cell 4 is fully lit:
It receives the full amount of
irradiance available.
VIEW FACTOR
69% sky view factor
diffuse
irradiance
albedo
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View of PV cell 1
The amount of diffuse irradiance received by the PV cell, depends on the
amount of the sky seen from the perspective of the PV cell, the so-called view factor.
It is determined by rasterization of the view of a PV cell in a square of 16 by 16 pixels:
TIME SERIES, INPUT & OUTPUT DATA
0
400
800
0
10
20
30
irra
dia
nce
(W
/m2)
Win
d s
pe
ed
(m
/s)
&
te
mp
era
ture
(°C
)
Tamb Vw Ghor
0
1
2
3
po
we
r (W
)
P1 P2 P3 P4
input
outp
ut
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COMPARE VARIOUS CELL INTERCONNECTIONS
0
2
4
6
8
10
12
po
we
r (W
)
time
A) All cells in series B) All cells in parallel
C) Scheme P12-34 D) Scheme P14-23
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Interconnection Energy (Wh)
A 20.9
B 25.6
C 24.2
D 23.6
CONCLUSIONS
VR4PV enables fast and easy shadow analysis for PV containing (1) self-shading, and (2) object
shading.
VR4PV can be used for simulations of power generated by PV cells and PV modules.
The software can be also used in dynamic environments and moving objects with PV modules.
Limitations of VR4PV are due to:
Absence of complex spectrally dependent light interaction such as a.o. transmittance (so far)
Processing speed depending on number of PV cells/modules applied
Future work could include:
1. Extension of VR4PV with anisotropic irradiance models.
2. Application of VR4PV could be applied to VLS, for real-time plant monitoring.
3. Applications of VR4PV in BIPV projects with architects, because of fine visualisation features.
Important notice: because of costs and current developments in VR software it may be necessary to
shift to more timely VR /gaming platforms, for instance Unity or others, however then the animation
and energy simulation will be separated, probably resulting in higher processing speed.
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CASE 4: ALLOCATION OF PV SYSTEMS AND OTHER
RETs ON SMALL ISLANDS
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This island, Kri, in Papua has to be fully powered by renewable energy.
ANIMATION AND SIMULATION SEPARATED
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VR / GAMING
Environment
(UNITY)
ENERGY
simulations
(To be decided)
Visualization +
Quantification
Aknowledgements
Thanking Arend Jan Kamphuis, Twan van Leeuwen, Hans Veldhuis, Luna
Mutiara and all students who contributed to the development of VR4PV.
Contact by [email protected]
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