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Design Realization lecture 25

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Design Realization lecture 25 John Canny 11/20/03 Last time Improvisation: application to circuits and real-time programming. Optics: physics of light. – PowerPoint PPT presentation

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Title: Design Realization lecture 25


1
Design Realization lecture 25
  • John Canny
  • 11/20/03

2
Last time
  • Improvisation application to circuits and
    real-time programming.
  • Optics physics of light.

3
This time
  • Reflection, Scattering
  • Refraction, TIR
  • Retro-reflection
  • Lenses

4
Wavefronts and Rays
  • EM waves propagate normal to the wavefront
    surface, and vice-versa.
  • The ray description is most useful for describing
    the geometry of images.

5
Reflection
  • Most metals are excellent conductors.
  • They reduce the E field to zero at the surface,
    causing reflection.
  • If I, R, N unit vectors
  • I?N R?N
  • I?(N ? R) 0

6
Ray-tracing
  • By tracing rays back from the viewer, we can
    estimate what a reflected object would look like.
    Follow at least two rays at extremes of the
    object.

7
Lambertian scattering
  • For most non-metallic objects, the apparent
    brightness depends on surface orientation
    relative to the light source but not the viewer.
  • i.e. brightness isproportional to I?N

8
Refraction wave representation
  • In transparent materials (plastic, glass), light
    propagates slower than in air.
  • At the boundary, wavefronts bend

9
Refractive index
  • Refractive index measures how fast light
    propagates through a medium.
  • Such media must be poor conductors and are
    usually called dielectric media.
  • The refractive index of a dielectric medium
    iswhere c is the speed of light in vacuum,
    and v is the speed in the medium. Note that ? gt
    1.

10
Refraction Snells law
  • Incident and refracted rays satisfy

11
Refraction ray representation
  • In terms of rays, light bends toward the normal
    in the slower material.

12
Refraction in triangular prisms
  • For most media, refractive index varies with
    wavelength. This gives the familiar rainbow
    spectrum with white light in glass or water.

13
Refractive index
  • Refractive index as a function of wavelength for
    glass and
    water

14
Refractive index
  • High-quality optical glass is engineered to have
    a constant refractive index across the visible
    spectrum.
  • Deviations are still possible. Such deviations
    are called chromatic aberration.

15
Refractive indices
  • Water is approximately 1.33
  • Normal glass and acrylic plastic is about 1.5
  • Polycarbonate is about 1.56
  • Highest optical plastic index is 1.66
  • Bismuth glass is over 2
  • Diamond is 2.42

16
Internal reflection
  • Across a refractive index drop, there is an angle
    beyond which ray exit is impossible

17
Total internal reflection (TIR)
  • The critical angle is where the refracted ray
    would have 90? incidence.
  • The internal reflection angle is therefore
  • For glass/acrylic, this is 42?
  • For diamond, it is 24? - light will make many
    internal reflections before leaving, creating the
    fire in the diamond.

18
Penta-prisms
  • Penta-prisms are used in SLR cameras to rotate an
    image without inverting it.
  • They are equivalent to two conventional mirrors,
    and cause a 90? rotation of the image, without
    inversion.
  • An even number of mirrors produce a
    non-inverted rotated image of the object.

19
Retro-reflection Corner reflectors
  • In 2D, two mirrors at right angles will
    retro-reflect light rays, i.e. send them back in
    the direction they came from.

20
Retro-reflection Corner reflectors
  • In 3D, you need 3 mirrors to do this
  • Analysis each mirror inverts one of X,Y,Z

21
Retro-reflection TIR spheres
  • Consider a sphere and an incoming ray.
  • Incoming and refracted ray angles are ?, ?.
  • For the ray to hit the centerline, ? 2?.
  • For retro-reflection, we want ? sin ? /sin ?
  • For small angles, ? 2gives good results.

22
Retro-reflective sheets
  • Inexpensive retro-reflective tapes are available
    that use tiny corner reflectors or spheres
    embedded in clear plastic (3M Scotchlite)
  • They come in many colors, including black.

23
Retro-reflector gain
  • The retro-reflection response of a screen is
    normally rated in terms of gain.
  • Gain ratio of peak reflected light energy to
    the energy reflected by a Lambertian surface.
  • Gains may be 1000 or more.
  • Light source only needs 1/1000 of the light
    energy to illuminate the screen, as long as the
    viewer is close enough to the source.

24
Application personal displays
  • Each user has a personal projector (e.g. a PDA
    with a single lens in front of it), and projects
    on the same retro-reflective screen.

25
Application Artificial backgrounds
  • Projector and camera along same optical axis,
    project scene onto actors and retro-reflective
    background.
  • Cameras sees background only on screen, not on
    the actors (3M received technical academy award
    for this in 1985).

26
Convex Lenses
  • A refractive disk with one or two convex
    spherical surfaces converges parallel light rays
    almost to a point.
  • The distance to this point is the focal length of
    the lens.

27
Lenses
  • If light comes from a point source that is
    further away than the focal length, it will focus
    to another point on the other side.

28
Lenses
  • When there are two focal points f1 , f2
    (sometimes called conjugates), then they satisfy

29
Spherical Lenses
  • If the lens consists of spherical surfaces with
    radii r1 and r2, then the focal length
    satisfies 1/f (? - 1) (1/r1 -
    1/r2)

30
Spherical aberration
  • Spherical lenses cannot achieve perfect focus,
    and always have some aberration

31
Spherical aberration
  • Compound lenses, comprising convex, concave or
    hybrid elements, are used to minimize aberration.
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