Nature's Optics and Our Understanding of Light
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Classical and Modern Diffraction Theory
Downloaded from http://pubs.geoscienceworld.org/books/book/chapter-pdf/3701993/frontmatter.pdf by guest on 29 September 2021 Classical and Modern Diffraction Theory Edited by Kamill Klem-Musatov Henning C. Hoeber Tijmen Jan Moser Michael A. Pelissier SEG Geophysics Reprint Series No. 29 Sergey Fomel, managing editor Evgeny Landa, volume editor Downloaded from http://pubs.geoscienceworld.org/books/book/chapter-pdf/3701993/frontmatter.pdf by guest on 29 September 2021 Society of Exploration Geophysicists 8801 S. Yale, Ste. 500 Tulsa, OK 74137-3575 U.S.A. # 2016 by Society of Exploration Geophysicists All rights reserved. This book or parts hereof may not be reproduced in any form without permission in writing from the publisher. Published 2016 Printed in the United States of America ISBN 978-1-931830-00-6 (Series) ISBN 978-1-56080-322-5 (Volume) Library of Congress Control Number: 2015951229 Downloaded from http://pubs.geoscienceworld.org/books/book/chapter-pdf/3701993/frontmatter.pdf by guest on 29 September 2021 Dedication We dedicate this volume to the memory Dr. Kamill Klem-Musatov. In reading this volume, you will find that the history of diffraction We worked with Kamill over a period of several years to compile theory was filled with many controversies and feuds as new theories this volume. This volume was virtually ready for publication when came to displace or revise previous ones. Kamill Klem-Musatov’s Kamill passed away. He is greatly missed. new theory also met opposition; he paid a great personal price in Kamill’s role in Classical and Modern Diffraction Theory goes putting forth his theory for the seismic diffraction forward problem. -
Nature Detectives
Winter 2015 Star Light, Star Bright, Let’s Find Some Stars Tonight! Finding specific stars in the night sky might seem overwhelming. All those stars! At a glance stars look like a million twinkling points of light that are impossible to sort out. But with a little information, you may discover hunting some stars is not so difficult. Turns out we don’t see a million stars. Less than a couple thousand – and usually many fewer than that – are visible to most people’s unaided eyes. The brightest and nearest stars are easily found without a telescope or binoculars. Stars Are Not Star-shaped Stars are big balls of gas that give off heat and light. Sound familiar? Isn’t that what our Sun does? Guess what, our Sun is a star. It seems confusing, but all stars are suns. Like our Sun, stars are also in the daytime sky. During the day, the Sun lights up the atmosphere so we can’t see other suns… er…stars. Pull Out and Save Our Sun isn’t even the brightest star. In fact all the stars we see at night are bigger and brighter than the Sun. It wins the brightness contest during the day simply because it is incredibly closer than all the other stars. (At night we don’t see the Sun because of Earth’s rotation. Our Sun is shining on the opposite side of Earth and we are in darkness.) Suns or Stars Appear to Rise and Set Our view of the stars changes through the night as Earth makes its daily rotation. -
Image-Space Caustics and Curvatures
Image-space Caustics and Curvatures Xuan Yu Feng Li Jingyi Yu Department of Computer and Information Sciences University of Delaware Newark, DE 19716, USA fxuan,feng,[email protected] Abstract Caustics are important visual phenomena, as well as challenging global illumination effects in computer graph- ics. Physically caustics can be interpreted from one of two perspectives: in terms of photons gathered on scene geom- etry, or in terms of a pair of caustic surfaces. These caustic surfaces are swept by the foci of light rays. In this paper, we develop a novel algorithm to approximate caustic sur- faces of sampled rays. Our approach locally parameterizes rays by their intersections with a pair of parallel planes. We show neighboring ray triplets are constrained to pass simul- taneously through two slits, which rule the caustic surfaces. We derive a ray characteristic equation to compute the two slits, and hence, the caustic surfaces. Using the characteris- tic equation, we develop a GPU-based algorithm to render the caustics. Our approach produces sharp and clear caus- tics using much fewer ray samples than the photon mapping method and it also maintains high spatial and temporal co- herency. Finally, we present a normal-ray surface repre- Figure 1. We use our caustic-surface-based sentation that locally parameterizes the normals about a algorithm to render the refraction caustics surface point as rays. Computing the normal ray caustic cast by a crystal bunny of 69473 triangles. On surfaces leads to a novel real-time discrete shape operator. an NVidia GeForce7800, our method renders at 115 fps at an image resolution of 512x512. -
Lecture Notes
1/17/2020 Topics in Observational astrophysics Ian Parry, Lent 2020 Lecture 1 • Electromagnetic radiation from the sky. • What is a telescope? What is an instrument? • Effects of the Earth’s atmosphere: transparency, seeing, refraction, dispersion, background light. • Basic definition of magnitudes. • Imperfections in imaging systems. Lecture notes • www.ast.cam.ac.uk/~irp/teaching • Username: topics • Password: dotzenblobs • Email me ([email protected]) so that I can put you on my course email list. 1 1/17/2020 Introduction • Observational astronomy is mostly about measuring electromagnetic radiation HERE (on Earth and nearby) and NOW. Astronomy is an evidence based science. • We measure the intensity, arrival direction, wavelength, arrival time and polarisation state. • Astronomical sources are so far away that the parts of the spherical wavefronts that are ultimately collected by the telescope aperture are essentially flat just before they enter the Earth’s atmosphere. • A telescope is a device that collects pieces of incoming wavefronts and focuses them, i.e. turns them into converging spherical wavefronts. • An instrument is a device that comes after the telescope. It receives the wavefronts and further processes them by either optically manipulating them or converting the energy into measurable signals, or both. Telescope Instrument Primary Optional Optional Detector optics and telescope instrument initial pupil optics optics 2 1/17/2020 Examples • The human eye can be thought of as a telescope (pupil + lens) and an instrument (retina). • Similarly the camera in a phone or a laptop can be thought of as a telescope (pupil + lens) and an instrument (cmos detector). • The lens of an SLR camera is the telescope and the camera body is the instrument. -
Caustic Architecture Article
Tricks'of'the'light' An#extended#version#of#an#article#in#New$Scientist,#30#January#2013# # Two#men#enter#the#darkened#stage,#apparently#carrying#a#thick#slab#of#badly# made#glass,#like#the#stuff#in#the#windows#of#old#houses#that#turns#the#world# outside#wobbly.#They#hold#it#up,#and#computer#scientist#Mark#Pauly#shines#a# torch#at#it.#The#crowd#in#this#Parisian#auditorium#gasps#and#then#breaks#into# spontaneous#applause.# For#there#on#the#screen#behind,#conjured#out#of#this#piece#of#nearFfeatureless# material#–#not#glass,#in#fact,#but#transparent#acrylic#plastic#(Perspex)#–#is#a# projected#image#of#Alan#Turing,#the#computer#pioneer#whose#centenary#is# celebrated#this#year.#Every#thread#of#his#thick#tweed#jacket#is#picked#out#in#light# and#shadow.#But#where#is#the#image#coming#from?#It#can#only#be#the#transparent# slab,#but#there#seems#to#be#nothing#there#to#produce#it,#nothing#but#a#slightly# uneven#surface.# # An#image#of#Alan#Turing#conjured#from#light#passing#through#a#slab#of#Perspex#at#the# Advances#in#Architectural#Geometry#conference#in#Paris,#September#2012.# This#image#is#made#from#rays#refracted,#folded#and#focused#by#the#slightly# uneven#surface#of#the#acrylic#block.#It’s#similar#to#the#filigree#of#bright#bands#seen# on#the#bottom#of#a#swimming#pool#in#the#sunlight,#called#a#caustic#and#caused#by# the#way#the#wavy#surface#refracts#and#focuses#light.#Caustics#are#familiar#enough,# but#they#never#looked#like#this#before.#Those#made#by#sunlight#shining#through# an#empty#glass#are#a#random#mass#of#cusps#and#squiggles.#Pauly,#a#specialist#in# -
Real-Time Caustics
EUROGRAPHICS 2003 / P. Brunet and D. Fellner Volume 22 (2003), Number 3 (Guest Editors) Real-Time Caustics M. Wand and W. Straßer WSI/GRIS, University of Tübingen Abstract We present a new algorithm to render caustics. The algorithm discretizes the specular surfaces into sample points. Each of the sample points is treated as a pinhole camera that projects an image of the incoming light onto the diffuse receiver surfaces. Anti-aliasing is performed by considering the local surface curvature at the sample points to filter the projected images. The algorithm can be implemented using programmable texture mapping hardware. It allows to render caustics in fully dynamic scenes in real-time on current PC hardware. Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture / Image Generation – Display Algo- rithms; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism 1. Introduction tion step has to be performed that is often even more ex- pensive. Thus, the technique is usually not very efficient. A real-time simulation of the interaction of light with Although the implementation techniques for raytracing complex, dynamically changing scenery is still one of the queries have made impressive advances in the last few major challenges in computer graphics. In this paper, we years29, raytracing based algorithms still need a consider- look at a special global illumination problem, rendering of able amount of computational power (such as a cluster of caustics. Caustics occur if light is reflected (or refracted) at several high end CPUs) to calculate global illumination one or more specular surfaces, focused into ray bundles of solutions in real time30. -
Adaptive Spectral Mapping for Real-Time Dispersive Refraction By
Adaptive Spectral Mapping for Real-Time Dispersive Refraction by Damon Blanchette A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Master of Science in Computer Science by ___________________________________ January 2012 APPROVED: ___________________________________ Professor Emmanuel Agu, Thesis Adviser ___________________________________ Professor Matthew Ward, Thesis Reader ___________________________________ Professor Craig Wills, Head of Department Abstract Spectral rendering, or the synthesis of images by taking into account the wavelengths of light, allows effects otherwise impossible with other methods. One of these effects is dispersion, the phenomenon that creates a rainbow when white light shines through a prism. Spectral rendering has previously remained in the realm of off-line rendering (with a few exceptions) due to the extensive computation required to keep track of individual light wavelengths. Caustics, the focusing and de-focusing of light through a refractive medium, can be interpreted as a special case of dispersion where all the wavelengths travel together. This thesis extends Adaptive Caustic Mapping, a previously proposed caustics mapping algorithm, to handle spectral dispersion. Because ACM can display caustics in real-time, it is quite amenable to be extended to handle the more general case of dispersion. A method is presented that runs in screen-space and is fast enough to display plausible dispersion phenomena in real-time at interactive frame rates. i Acknowledgments I would like to thank my adviser, Professor Emmanuel Agu, for his guidance, laughs, and answering my hundreds of questions over the year it took to complete this thesis. The beautiful video card helped, too. -
Advanced Computer Graphics CS 563: Adaptive Caustic Maps Using Deferred Shading
Advanced Computer Graphics CS 563: Adaptive Caustic Maps Using Deferred Shading Frederik Clinckemaillie Computer Science Dept. Worcester Polytechnic Institute (WPI) ItIntrod ucti on: CtiCaustics Reflective Caustics Refractive Caustics IdiIntroduction: CiCaustic MiMapping Much faster than path tracing algorithms Two‐pass process Similar to photon mapping Creates a caustic intensity map CtiCaustic MiMapping Three Step Process 1) Photon Emission 2) Rearrangement into Caustic Map 3) Caustic Map Projection CtiCaustic MiMapping Phot on EiiEmission Rasterizes from light view to generate grid of photons Creates photon buffer 2D image storing final photon hit points In conjunction with shadow maps Allows quick lookups to determine Indirect lighting from caustics CtiCaustic Map CtiCreation Controls lighting quality and cost Splatting photons into caustic map becomes bo ttlenec k Crisp noise‐free images require millions of phthotons Not feasible in interactive time Hierarchical caustic maps: discard unimportant parts of photon buffer to improve speed Uses multi‐resolution caustic map to reduce splatting costs Problems Poor photon sampling due to rasterization leads to under and over sampling Proper sampling resolution cannot be determined Millions of photons are required for high‐quality caustics. Processing each is too expensive Photon sampling location can change between frames, leading to coherency problems Photon sampling is not dynamic DfDeferre d Shadi ng Good sampling rates cannot be computed Ideally, number of photons is determined adtildaptively Hierarchical Caustic Map(HCM) Has a maximum number of photons, not all are processed Pho ton EiiEmission and CtiCaustic Map GtiGeneration should be coupled DfDeferre d Shadi ng Postpones final illumination computations until visible fragments are identified HCMs generates grid of phthotons and only processes relevant ones DfDeferre d Sha ding never generates ilirrelevan t photons. -
Controlling Caustics
Controlling Caustics Mark Pauly1, Michael Eigensatz, Philippe Bompas, Florian Rist2, Raimund Krenmuller2 1 EPFL 2 TU Wien Keywords 1 = Caustic 2 = Refraction 3 = Refl ection 4 = Design 5 = Milling 6 = Slumping Abstract Caustics are captivating light patterns created by materials focusing or diverting Figure 1 Left: A typical caustic created by a curved glass object appears chaotic and random. Right: Our light by refraction or refl ection. We know method creates glass objects that cast controlled caustics by optimization of the glass surface geometry alone. caustics as random side effects, appearing, The portrait of Alan Turing emerges from a beam of uniform light that is refracted by the circular glass piece. for example, at the bottom of a swimming pool, or generated by many glass objects, like drinking glasses or bottles. In this paper we show that it is possible to control caustic patterns to form almost any desired shape by optimizing the geometry of the refl ective or refractive surface generating the caustic. A seemingly fl at glass window, for example, can produce the image of a person as a caustic pattern on the fl oor, generated solely by the sunlight entering through that window. We demonstrate how this surprising result offers a new perspective on light control and the use of caustics as an inspiring design element in architecture, product design and beyond. Several produced samples illustrate that physical realizations of such optimized geometry are feasible. 1 Introduction The interaction of light with glass plays an important role for the perception and functionality of many glass products. One of the most fascinating light phenomena with glass objects are caustics: light gets focused and diverted when passing through the glass, creating an intriguing pattern of varying light intensity. -
Fireworks from Outer Space, a Gift from Betelgeuse Understanding the Life of an Iconic Star from Astronomers’ Recent Observations
Astronomy Fireworks from Outer Space, A Gift from Betelgeuse Understanding the Life of an Iconic Star From Astronomers’ Recent Observations Written by Sabrina Helck Illustrated by Mahamad Salah ave you ever looked up on a clear night and been fuses to carbon, carbon fuses to neon, and then neon to silicon. curious about the thousands of stars twinkling in the Finally, silicon fuses to iron. Once iron begins to form in that final sky? Well, maybe you do not think about it too much, step, the star's days are numbered. As fusion occurs, the center of H but all of those stars go through life cycles, and they are the star gets denser and denser. At this point, gravity takes over, each at different stages in their life. Sadly, an iconic star named and the star collapses in on itself. When this happens, it sets off an Betelgeuse seems to near the end of its life after astronomers explosion known as a supernova, and it looks spectacular. noticed it dimming. With the death of Betelgeuse comes an incredible celestial First, let us get to know Betelgeuse. Betelgeuse, performance, which is why the recent observations of Betelgeuse pronounced like the 1988 film, Beetlejuice, is the tenth brightest dimming are so exciting. It raises the possibility that the star may star in our night sky. It sits on the top left shoulder of the winter die soon and result in a supernova! Other astronomers speculate constellation, Orion. Although we can see Betelgeuse shining that the reason for its dimming was just a giant dust cloud, but let brightly in the sky, it is actually 642.5 light-years away, so about 385 us stick to the more exciting hypothesis. -
ASTR 101 the Earth and the Sky August 29, 2018
ASTR 101 The Earth and the Sky August 29, 2018 • Sky and the atmosphere • Twinkling of stars • The celestial sphere • Constellations • Star brightness and the magnitude system • Naming of stars Scattering of light and color of the sky Sun light more less scattering scattering air particle • During the daytime we cannot see stars due to the glare in the atmosphere (from sunlight). • When sunlight travels through the Earth’s atmosphere some of the light is scattered (deflected) off air molecules. • White light is a combination of different colors, blue light is scattered far more than red light. Blue Sky during the day Sun Earth atmosphere • During the day we see this scattered sunlight in the atmosphere. • Since most of it is blue, a lot of blue light is seen in the atmosphere in all directions, which makes the sky look blue. • Light from stars are fainter than scattered sunlight in the atmosphere, so we cannot see them (unless a star happen to be very bright) In the outer space sky is always dark • Away from the atmosphere (in outer space, on moon…) sky is always dark. • It is possible to see stars and the sun at the same time. The Sun looks red at Sunrise/Sunset Sun atmosphere Earth • At sunrise and sunset, Sun is close to the horizon. Sunlight has to travel a longer distance in the atmosphere to reach us. • By the time sunlight reaches ground most of the blue light has scattered off. Only red light remains. • So the Sun (moon…) looks red at sunrise or sunset. -
Geometric Optics 1 7.1 Overview
Contents III OPTICS ii 7 Geometric Optics 1 7.1 Overview...................................... 1 7.2 Waves in a Homogeneous Medium . 2 7.2.1 Monochromatic, Plane Waves; Dispersion Relation . ........ 2 7.2.2 WavePackets ............................... 4 7.3 Waves in an Inhomogeneous, Time-Varying Medium: The Eikonal Approxi- mationandGeometricOptics . .. .. .. 7 7.3.1 Geometric Optics for a Prototypical Wave Equation . ....... 8 7.3.2 Connection of Geometric Optics to Quantum Theory . ..... 11 7.3.3 GeometricOpticsforaGeneralWave . .. 15 7.3.4 Examples of Geometric-Optics Wave Propagation . ...... 17 7.3.5 Relation to Wave Packets; Breakdown of the Eikonal Approximation andGeometricOptics .......................... 19 7.3.6 Fermat’sPrinciple ............................ 19 7.4 ParaxialOptics .................................. 23 7.4.1 Axisymmetric, Paraxial Systems; Lenses, Mirrors, Telescope, Micro- scopeandOpticalCavity. 25 7.4.2 Converging Magnetic Lens for Charged Particle Beam . ....... 29 7.5 Catastrophe Optics — Multiple Images; Formation of Caustics and their Prop- erties........................................ 31 7.6 T2 Gravitational Lenses; Their Multiple Images and Caustics . ...... 39 7.6.1 T2 Refractive-Index Model of Gravitational Lensing . 39 7.6.2 T2 LensingbyaPointMass . .. .. 40 7.6.3 T2 LensingofaQuasarbyaGalaxy . 42 7.7 Polarization .................................... 46 7.7.1 Polarization Vector and its Geometric-Optics PropagationLaw. 47 7.7.2 T2 GeometricPhase .......................... 48 i Part III OPTICS ii Optics Version 1207.1.K.pdf, 28 October 2012 Prior to the twentieth century’s quantum mechanics and opening of the electromagnetic spectrum observationally, the study of optics was concerned solely with visible light. Reflection and refraction of light were first described by the Greeks and further studied by medieval scholastics such as Roger Bacon (thirteenth century), who explained the rain- bow and used refraction in the design of crude magnifying lenses and spectacles.