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Rendering of Newton’s rings in monochrome light. / Debelov, Victor; Dolgov, Nikita.

в: CEUR Workshop Proceedings, Том 3027, 2021, стр. 116-125.

Результаты исследований: Научные публикации в периодических изданияхстатья по материалам конференцииРецензирование

Harvard

Debelov, V & Dolgov, N 2021, 'Rendering of Newton’s rings in monochrome light', CEUR Workshop Proceedings, Том. 3027, стр. 116-125. <http://ceur-ws.org/Vol-3027/paper11.pdf>

APA

Debelov, V., & Dolgov, N. (2021). Rendering of Newton’s rings in monochrome light. CEUR Workshop Proceedings, 3027, 116-125. http://ceur-ws.org/Vol-3027/paper11.pdf

Vancouver

Debelov V, Dolgov N. Rendering of Newton’s rings in monochrome light. CEUR Workshop Proceedings. 2021;3027:116-125.

Author

Debelov, Victor ; Dolgov, Nikita. / Rendering of Newton’s rings in monochrome light. в: CEUR Workshop Proceedings. 2021 ; Том 3027. стр. 116-125.

BibTeX

@article{ddbe13fc0386457ba0b90bf816174492,
title = "Rendering of Newton{\textquoteright}s rings in monochrome light",
abstract = "Newton's rings are an interference pattern related to fringes of equal thickness. This image can be obtained on a simple experimental optical setup. Modern common renderers, based on zero-thickness ray tracing, calculate highly realistic images of complex 3D scenes, which are computer models of scenes from the real world. However, they do not allow you to reproduce such phenomena as interference, because they ignore even the polarization of light. Interference is studied by physical optics, and it is natural to assume that if the calculation is based on the {"}tracing{"} of waves in the scene, this problem can be solved. An algorithm is known when a solid beam of light is used instead of a light wave. The results of the calculations show images of the interference effects; Newton's rings are also calculated. This is an acceptable solution for simple scenes involving a few objects. It is also good for optical design systems, when the result is important, and not the time spent. But not practical for universal renderers, which must calculate the image in an acceptable time for very complex scenes. In this paper, we propose an algorithm based on the traditional method of tracing paths consisting of zero-thickness rays. Only on the last ray of a path that crosses the picture plane is the modification made. It is assumed that these rays characterize spherical wavelets. In this paper, we consider the results of applying the mentioned heuristics to classical optical experiments.",
keywords = "Fringes of equal thickness, Interference, Newton{\textquoteright}s rings, Pixel color, Polarization, Ray tracing",
author = "Victor Debelov and Nikita Dolgov",
note = "Publisher Copyright: {\textcopyright} 2021 Copyright for this paper by its authors.; 31st International Conference on Computer Graphics and Vision, GraphiCon 2021 ; Conference date: 27-09-2021 Through 30-09-2021",
year = "2021",
language = "English",
volume = "3027",
pages = "116--125",
journal = "CEUR Workshop Proceedings",
issn = "1613-0073",
publisher = "CEUR-WS",

}

RIS

TY - JOUR

T1 - Rendering of Newton’s rings in monochrome light

AU - Debelov, Victor

AU - Dolgov, Nikita

N1 - Publisher Copyright: © 2021 Copyright for this paper by its authors.

PY - 2021

Y1 - 2021

N2 - Newton's rings are an interference pattern related to fringes of equal thickness. This image can be obtained on a simple experimental optical setup. Modern common renderers, based on zero-thickness ray tracing, calculate highly realistic images of complex 3D scenes, which are computer models of scenes from the real world. However, they do not allow you to reproduce such phenomena as interference, because they ignore even the polarization of light. Interference is studied by physical optics, and it is natural to assume that if the calculation is based on the "tracing" of waves in the scene, this problem can be solved. An algorithm is known when a solid beam of light is used instead of a light wave. The results of the calculations show images of the interference effects; Newton's rings are also calculated. This is an acceptable solution for simple scenes involving a few objects. It is also good for optical design systems, when the result is important, and not the time spent. But not practical for universal renderers, which must calculate the image in an acceptable time for very complex scenes. In this paper, we propose an algorithm based on the traditional method of tracing paths consisting of zero-thickness rays. Only on the last ray of a path that crosses the picture plane is the modification made. It is assumed that these rays characterize spherical wavelets. In this paper, we consider the results of applying the mentioned heuristics to classical optical experiments.

AB - Newton's rings are an interference pattern related to fringes of equal thickness. This image can be obtained on a simple experimental optical setup. Modern common renderers, based on zero-thickness ray tracing, calculate highly realistic images of complex 3D scenes, which are computer models of scenes from the real world. However, they do not allow you to reproduce such phenomena as interference, because they ignore even the polarization of light. Interference is studied by physical optics, and it is natural to assume that if the calculation is based on the "tracing" of waves in the scene, this problem can be solved. An algorithm is known when a solid beam of light is used instead of a light wave. The results of the calculations show images of the interference effects; Newton's rings are also calculated. This is an acceptable solution for simple scenes involving a few objects. It is also good for optical design systems, when the result is important, and not the time spent. But not practical for universal renderers, which must calculate the image in an acceptable time for very complex scenes. In this paper, we propose an algorithm based on the traditional method of tracing paths consisting of zero-thickness rays. Only on the last ray of a path that crosses the picture plane is the modification made. It is assumed that these rays characterize spherical wavelets. In this paper, we consider the results of applying the mentioned heuristics to classical optical experiments.

KW - Fringes of equal thickness

KW - Interference

KW - Newton’s rings

KW - Pixel color

KW - Polarization

KW - Ray tracing

UR - http://www.scopus.com/inward/record.url?scp=85121257605&partnerID=8YFLogxK

M3 - Conference article

AN - SCOPUS:85121257605

VL - 3027

SP - 116

EP - 125

JO - CEUR Workshop Proceedings

JF - CEUR Workshop Proceedings

SN - 1613-0073

T2 - 31st International Conference on Computer Graphics and Vision, GraphiCon 2021

Y2 - 27 September 2021 through 30 September 2021

ER -

ID: 35029485