Optical Reflection Software

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Optical Thin-Film Simulation Software. Ansys Lumerical STACK is an optical multilayer simulator ideal for rapidly analyzing thin film multilayer stacks for anti-reflection coatings, filters, OLEDs and VCSELs. Design thin film stacks quickly with Lumerical STACK.

(Redirected from Reflection (optics))
The reflection of Mount Hood in Mirror Lake.

Reflection is the change in direction of a wavefront at an interface between two different media so that the wavefront returns into the medium from which it originated. Common examples include the reflection of light, sound and water waves. The law of reflection says that for specular reflection the angle at which the wave is incident on the surface equals the angle at which it is reflected. Mirrors exhibit specular reflection.

  1. TracePro is a powerful software tool for modeling imaging and non-imaging optical devices. Models are created by importing from a CAD program or directly creating the solid geometry. Light rays propagate through the model with portions of the flux of each ray allocated for absorption, specular reflection and transmission, fluorescence,.
  2. LightTools combines full optical accuracy, powerful optical and illumination analysis features, and an intuitive, interactive graphical user interface in a 3D solid modeling environment. Real models, 'sculpted' in software, interact with rays simulating the light to produce virtual prototypes of manufacturable systems.

In acoustics, reflection causes echoes and is used in sonar. In geology, it is important in the study of seismic waves. Reflection is observed with surface waves in bodies of water. Reflection is observed with many types of electromagnetic wave, besides visible light. Reflection of VHF and higher frequencies is important for radio transmission and for radar. Even hard X-rays and gamma rays can be reflected at shallow angles with special 'grazing' mirrors.

Reflection of light

Reflection of light is either specular (mirror-like) or diffuse (retaining the energy, but losing the image) depending on the nature of the interface. In specular reflection the phase of the reflected waves depends on the choice of the origin of coordinates, but the relative phase between s and p (TE and TM) polarizations is fixed by the properties of the media and of the interface between them.[1]

A mirror provides the most common model for specular light reflection, and typically consists of a glass sheet with a metallic coating where the significant reflection occurs. Reflection is enhanced in metals by suppression of wave propagation beyond their skin depths. Reflection also occurs at the surface of transparent media, such as water or glass.

In the diagram, a light ray PO strikes a vertical mirror at point O, and the reflected ray is OQ. By projecting an imaginary line through point O perpendicular to the mirror, known as the normal, we can measure the angle of incidence, θi and the angle of reflection, θr. The law of reflection states that θi = θr, or in other words, the angle of incidence equals the angle of reflection.

In fact, reflection of light may occur whenever light travels from a medium of a given refractive index into a medium with a different refractive index. In the most general case, a certain fraction of the light is reflected from the interface, and the remainder is refracted. Solving Maxwell's equations for a light ray striking a boundary allows the derivation of the Fresnel equations, which can be used to predict how much of the light is reflected, and how much is refracted in a given situation. This is analogous to the way impedance mismatch in an electric circuit causes reflection of signals. Total internal reflection of light from a denser medium occurs if the angle of incidence is greater than the critical angle.

Total internal reflection is used as a means of focusing waves that cannot effectively be reflected by common means. X-ray telescopes are constructed by creating a converging 'tunnel' for the waves. As the waves interact at low angle with the surface of this tunnel they are reflected toward the focus point (or toward another interaction with the tunnel surface, eventually being directed to the detector at the focus). A conventional reflector would be useless as the X-rays would simply pass through the intended reflector.

When light reflects off of a material with higher refractive index than the medium in which is traveling, it undergoes a 180° phase shift. In contrast, when light reflects off of a material with lower refractive index the reflected light is in phase with the incident light. This is an important principle in the field of thin-film optics.

Specular reflection forms images. Reflection from a flat surface forms a mirror image, which appears to be reversed from left to right because we compare the image we see to what we would see if we were rotated into the position of the image. Specular reflection at a curved surface forms an image which may be magnified or demagnified; curved mirrors have optical power. Such mirrors may have surfaces that are spherical or parabolic.

Refraction of light at the interface between two media.

Laws of reflection

An example of the law of reflection

If the reflecting surface is very smooth, the reflection of light that occurs is called specular or regular reflection. The laws of reflection are as follows:

  1. The incident ray, the reflected ray and the normal to the reflection surface at the point of the incidence lie in the same plane.
  2. The angle which the incident ray makes with the normal is equal to the angle which the reflected ray makes to the same normal.
  3. The reflected ray and the incident ray are on the opposite sides of the normal.

These three laws can all be derived from the Fresnel equations.

Mechanism

2D simulation: reflection of a quantum particle. White blur represents the probability distribution of finding a particle in a given place if measured.

In classical electrodynamics, light is considered as an electromagnetic wave, which is described by Maxwell's equations. Light waves incident on a material induce small oscillations of polarisation in the individual atoms (or oscillation of electrons, in metals), causing each particle to radiate a small secondary wave in all directions, like a dipole antenna. All these waves add up to give specular reflection and refraction, according to the Huygens–Fresnel principle.

In the case of dielectrics such as glass, the electric field of the light acts on the electrons in the material, and the moving electrons generate fields and become new radiators. The refracted light in the glass is the combination of the forward radiation of the electrons and the incident light. The reflected light is the combination of the backward radiation of all of the electrons.

In metals, electrons with no binding energy are called free electrons. When these electrons oscillate with the incident light, the phase difference between their radiation field and the incident field is π (180°), so the forward radiation cancels the incident light, and backward radiation is just the reflected light.

Light–matter interaction in terms of photons is a topic of quantum electrodynamics, and is described in detail by Richard Feynman in his popular book QED: The Strange Theory of Light and Matter.

Diffuse reflection

General scattering mechanism which gives diffuse reflection by a solid surface

When light strikes the surface of a (non-metallic) material it bounces off in all directions due to multiple reflections by the microscopic irregularities inside the material (e.g. the grain boundaries of a polycrystalline material, or the cell or fiber boundaries of an organic material) and by its surface, if it is rough. Thus, an 'image' is not formed. This is called diffuse reflection. The exact form of the reflection depends on the structure of the material. Hauppauge wintv usb model 40001 driver. One common model for diffuse reflection is Lambertian reflectance, in which the light is reflected with equal luminance (in photometry) or radiance (in radiometry) in all directions, as defined by Lambert's cosine law.

The light sent to our eyes by most of the objects we see is due to diffuse reflection from their surface, so that this is our primary mechanism of physical observation.[2]

Retroreflection

Working principle of a corner reflector

Some surfaces exhibit retroreflection. The structure of these surfaces is such that light is returned in the direction from which it came.

When flying over clouds illuminated by sunlight the region seen around the aircraft's shadow will appear brighter, and a similar effect may be seen from dew on grass. This partial retro-reflection is created by the refractive properties of the curved droplet's surface and reflective properties at the backside of the droplet.

Some animals' retinas act as retroreflectors (see tapetum lucidum for more detail), as this effectively improves the animals' night vision. Since the lenses of their eyes modify reciprocally the paths of the incoming and outgoing light the effect is that the eyes act as a strong retroreflector, sometimes seen at night when walking in wildlands with a flashlight.

A simple retroreflector can be made by placing three ordinary mirrors mutually perpendicular to one another (a corner reflector). The image produced is the inverse of one produced by a single mirror. A surface can be made partially retroreflective by depositing a layer of tiny refractive spheres on it or by creating small pyramid like structures. In both cases internal reflection causes the light to be reflected back to where it originated. This is used to make traffic signs and automobile license plates reflect light mostly back in the direction from which it came. In this application perfect retroreflection is not desired, since the light would then be directed back into the headlights of an oncoming car rather than to the driver's eyes.

Multiple reflections

Multiple reflections in two plane mirrors at a 60° angle.

When light reflects off a mirror, one image appears. Two mirrors placed exactly face to face give the appearance of an infinite number of images along a straight line. The multiple images seen between two mirrors that sit at an angle to each other lie over a circle.[3] The center of that circle is located at the imaginary intersection of the mirrors. A square of four mirrors placed face to face give the appearance of an infinite number of images arranged in a plane. The multiple images seen between four mirrors assembling a pyramid, in which each pair of mirrors sits an angle to each other, lie over a sphere. If the base of the pyramid is rectangle shaped, the images spread over a section of a torus.[4]

Note that these are theoretical ideals, requiring perfect alignment of perfectly smooth, perfectly flat perfect reflectors that absorb none of the light. In practice, these situations can only be approached but not achieved because the effects of any surface imperfections in the reflectors propagate and magnify, absorption gradually extinguishes the image, and any observing equipment (biological or technological) will interfere.

Complex conjugate reflection

In this process (which is also known as phase conjugation), light bounces exactly back in the direction from which it came due to a nonlinear optical process. Not only the direction of the light is reversed, but the actual wavefronts are reversed as well. A conjugate reflector can be used to remove aberrations from a beam by reflecting it and then passing the reflection through the aberrating optics a second time. If one were to look into a complex conjugating mirror, it would be black because only the photons which left the pupil would reach the pupil.

Other types of reflection

Neutron reflection

Materials that reflect neutrons, for example beryllium, are used in nuclear reactors and nuclear weapons. In the physical and biological sciences, the reflection of neutrons off of atoms within a material is commonly used to determine the material's internal structure.

Sound reflection

Sound diffusion panel for high frequencies

When a longitudinal sound wave strikes a flat surface, sound is reflected in a coherent manner provided that the dimension of the reflective surface is large compared to the wavelength of the sound. Note that audible sound has a very wide frequency range (from 20 to about 17000 Hz), and thus a very wide range of wavelengths (from about 20 mm to 17 m). As a result, the overall nature of the reflection varies according to the texture and structure of the surface. For example, porous materials will absorb some energy, and rough materials (where rough is relative to the wavelength) tend to reflect in many directions—to scatter the energy, rather than to reflect it coherently. This leads into the field of architectural acoustics, because the nature of these reflections is critical to the auditory feel of a space. In the theory of exterior noise mitigation, reflective surface size mildly detracts from the concept of a noise barrier by reflecting some of the sound into the opposite direction. Sound reflection can affect the acoustic space.

Seismic reflection

Seismic waves produced by earthquakes or other sources (such as explosions) may be reflected by layers within the Earth. Study of the deep reflections of waves generated by earthquakes has allowed seismologists to determine the layered structure of the Earth. Shallower reflections are used in reflection seismology to study the Earth's crust generally, and in particular to prospect for petroleum and natural gas deposits.

See also

References

  1. ^Lekner, John (1987). Theory of Reflection, of Electromagnetic and Particle Waves. Springer. ISBN9789024734184.
  2. ^Mandelstam, L.I. (1926). 'Light Scattering by Inhomogeneous Media'. Zh. Russ. Fiz-Khim. Ova. 58: 381.
  3. ^M. Iona (1982). 'Virtual mirrors'. Physics Teacher. 20 (5): 278. Bibcode:1982PhTea.20.278G. doi:10.1119/1.2341067.
  4. ^I. Moreno (2010). 'Output irradiance of tapered lightpipes'(PDF). JOSA A. 27 (9): 1985. Bibcode:2010JOSAA.27.1985M. doi:10.1364/JOSAA.27.001985. PMID20808406.
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External links

Wikimedia Commons has media related to Reflection.

Optical Reflection Software Download

Wikimedia Commons has media related to Reflections.

Reflection Desktop Software

  • Animations demonstrating optical reflection by QED
  • Simulation on Laws of Reflection of Sound By Amrita University
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Reflection_(physics)&oldid=1038606780'

[Qioptiq web-pages for WinLens3D Basic: free download & notes] .. [tutorial clips: 12]

Free version of the WinLens3D optical design package, which provides serious design and analysis tools for optical engineer, student or designer.

WinLens3D Basic also offers zoom friendly graphics, multiple copies of graphs/tables, audit trail facilities, and sliders for hand optimisation plus an autofocus option.

The video clips are arranged in a sequence, so that related items are together. There is a plan behind the sequence, but feel free to view them in any order.

We start with a very simple introduction to using WinLens3D. There follows a number of videos which should be of help to those teaching or learning lens design - where we describe the tools available for simple paraxial & seidel analysis and then discuss some of the graphs and what they mean. We then have some clips looking at the Tilt and Decenter features within WinLens3D - what they are and how to setup various systems using them.

We will be adding more clips on different subjects as time goes on - for example on glass selection and on some of the engineering tools within WinLens3D.

Screencasts [video clips]

Clip 1

Setting up your first lens in WinLens3D

Clip 2

WinLens3D editing your lens data - introduction

Clip 3

Hints and tips for getting the best out of the user interface

Clip 4

We discuss the various tools that provide a paraxial and seidel based analysis of a lens system

Clip 5

This describes the chief ray or field aberration plots - astigmatism, distortion & lateral colour

Clip 6

This describes the ray fan related plots - OPD, TRA, Longiitudinal aberration, OSC/Isoplanetism and the ray fan table

Clip 7

An overview of the features used to setup and analyse tilts and decenters in WinLens3D - it includes the neat prism wizard

Clip 8

The rules that govern the location of surface and components when working with tilts and decenters

Clip 9

Showing how to add LINOS prisms and how to create custom prisms

Clip 10

We show how to setup some reflective scanners so that it is easy to model the scanning motions

Clip 11

How to use the interactive glass map in to order to quickly change glasses in the system

Clip 12

How to setup zoom lenses and some useful zoom friendly features of graphs and tables

Version history

WinLens3DBasic 1.2.11

Thin films database & modelling has been significant enhanced. Includes ability to add custom films to database + dedicated manual
Latest Qioptiq components - inc aspheric condensers
Latest glass data from CDGM, Hikari, Hoya, Ohara, Schott & Sumita
Improvements to chromatic aberration graph
Various bug fixes Adobe acrobat reader windows 7 crack activator.

WinLens3DBasic 1.2.10

Improved printouts of all graphics - especially for zoom lenses
Various bug fixes

WinLens3DBasic 1.2.9

Latest glass data from CDGM, Hikari, Hoya, Ohara, Schott & Sumita
Improved printout of lens drawing

WinLens3DBasic 1.2.8

Latest glass data from CDGM, Hikari, Hoya, Ohara, Schott & Sumita
Clear indications of ECO friendly and Moldable glasses
ECO status now separated out from availability status
Enhanced glass search capabilities
Latest Qioptiq catalog components
Spot diagrams: matrix option in plot
Spot diagrams: option to remove a percentage of the lateral colour - usefull in systems with large amounts of this aberration so can compare spot patterns from different wavelengths at large scale

NB Versions 1.2.5, 1.2.6 & 1.2.7 were either mainly bug fixes or a re-badging when Qioptiq became part of Excelitas

WinLens3DBasic 1.2.4

With apologies to all effected - this is a bug fix for those whose PC regional setting is French [though not Belgium French], or a Slavic and Finno-Ugric language. In specific it will occur if the digit grouping symbol is a blank, rather than a dot or a comma . Typically it showed itself during startup with an error message. WinLens3D then loaded, but was not operative.

BTW our twitter account ‘LensDesignApps' will give you earliest news on updates!

WinLens3DBasic 1.2.3

This is a significant improvement which means that the user can now model common diffractive elements.
enhancement: Linear gratings can now be modelled
enhancement: HOE's [2 point source] can now be modelled
enhancement: New database for Qioptiq gratings [reflection and transmission]
enhancement: Gaussian beam plots[any] improved element representation
manual - Introduction: updated to include diffractive surfaces
bug: improved import of some Sigma2001 files

WinLens3DBasic 1.2.2

Bakugan battle brawlers defenders of the core wii iso download. - enhancement: sensitivities table [engineering tab] now has gaussian beam option
- change: ‘Chengdu' glasses actually come from ‘CDGM', so now that maker name is corrected [old files with Chengdu will still work!]
- bug: correction to truncation ratio displayed in the Gaussian beam table

WinLens3DBasic 1.2.1

Gaussian beam modelling enhancements for the Munich Laser Show [available 10th May 2011]
- enhancement: extra Gaussian beam options, including beam propagation factor & rectangular beam profile option
- enhancement: new zoom friendly, customisable Gaussian beam plot showing beam profile[s] for circular or rectangular profiles
- enhancement: improved Gaussian beam table, including truncation ratio and option to display either path with rectangular profile
- enhancement: latest glass data from CDGM [Chengdu] Hoya, Ohara, Schott & Sumita
- enhancement: latest Qioptiq components - including the new hyperchromates

WinLens3DBasic 1.1.12

- enhancement: FileViewer [CTRL+Shift+f2] improved. Better layout & remembers last file location. Significantly improves inspection and loading of all or part of a WinLens SPD file.
- bug fix: occasional error message when pasting component[s] copied from SystemDataEditor or DiskFileViewer
- bug fix: occasional error message in file read
- bug fix: when creating a new block, the changed aperture value was not saved

WinLens3DBasic 1.1.11

[Available from 6th September 2010] Software branding changed from LINOS Photonics to Qioptiq [LINOS has been part of Qioptiq since 2007]
- enhancement: manuals & help-files refreshed
- enhancement: latest glass data from Schott, Ohara, Hoya, CDGM [Chengdu] & Sumita
- enhancement: FindGlass dialog added to WinLens3D. Powerful tool for selecting a glass. Wherever you might can change a glass [in the various editors], there is now also a small glass map icon. Click this to load FindGlass. This has several ways of getting a glass:
* list of most recent glasses
* text box with type-ahead list. Can setup to 3 conditions for the glass [name, make, index etc etc]
- bug fix: crash in high resolution monitors [>2500pixels width] when WinLens expanded to fill that space

WinLens3DBasic 1.1.10

- bug fix. when drawing solid model and selected ray rings, rays in object space were badly drawn
- bug fix. with zoom system - when drawing solid model and select ray rings or sag fans, can get an unnecessary error message
- bug fix. with zoom system: in ghost graph could get an ‘out of range subscript' error message, if elected to display the 3D option
- bug fix. model scaling of lens drawing in graph ghost was wrong
- bug fix. with zoom systems, when displaying the seidel table and inspecting the child table, with ‘all zoom' option, only data for first zoom was shown
- bug fix. CRASH: if a search of the component database had got no results, and then clicked on any line in the database
- bug fix.: when doing 2D drawing, could sometimes get error message if aperture of a cemented surface was larger than the radius of curvate of its neighbour [if spherical]
- bug fix.: Zemax import - aspheric coeffs were wrong if system had non unity scale factor, e.g. scaling in cm or inches etc
- bug fix. CodeV zoom export - apertures in all zooms all set to zoom 1 value
- bug fix. Oslo zoom export - for zooms > 1, beam rad aps were sometimes doubled
- bug fix. CRASH: if a system was setup so that it consisted of just coordinate breaks
- bug fix. Zemax zoom import - on importing zoom lens, it may happen that the apertures for zooms>1 are set to same value as first

WinLens3DBasic 1.1.9

- bug fix. Zemax import. corrected out of range error import zemax design with object surface NOT surf 0 AND stop at rear!
- bug fix. Extra protection for file import where user had deleted part of the file.

WinLens3D Basic 1.1.8

- bug fix. Toric RayTrace - ray missing surface. If a ray cannot intersect with a surface [ignoring apertures], then a flag is set and the ray trace ceases. For toric raytraces, this ‘ray miss' was properly detected, but the flag was not set, so the raytrace continued spuriously. The flag is now set appropriately.

WinLens3D Basic 1.1.7

- enhancement. slider - defocus. If angular aberrations are selected, a slider controlling defocus will change the angular defocus [previously only linear defocus was altered]
- bug fix. division by zero error when user chooses to load the seidel summaries table for a few systems
- bug fix. full field spot diagram for angular aberrations for rotationally symmetric systems were not rotationally symetric
- bug fix. distortion plot values for angular aberrations for systems with tilt were odd - of course distortion in asymmetric systems is a somewhat nebulous concept - but these values were clearly wrong - getting larger as we moved toward the axis!
- bug fix. occasionally a good lens will refuse to draw - claiming scale is too large. Although sometimes true, this was a false message which appeared after v1.1.5, if the object distance is large [though object not selected to be drawn], the second surface of the first component had a larger aperture then the first surface]

WinLens3D Basic 1.1.6

- bug fix. paraxial raytrace at secondary wavelengths. If the chosen field parameter is image size or image angle. paraxial raytrace was setup so that, at the secondary wavelengths, the system had the same paraxial image value as at the mid [primary] wavelength. By contrast, the real ray trace, at any wavelength always works from the same object point - this being the ‘real thing'. These were not used anywhere else, except in the distortion calcs, where it caused an obvious offset of the ‘red' and ‘blue' values. This has now been changed, so that the paraxial raytrace now copies the real raytrace.
- bug fix. Zemax file import. Some files contain an undefined WAVM tag to specify the wavelengths, instead of the normal WAVL tag. These are now handled, and better overall ‘protection' against badly defined .ZMX files has been added at the same time.

WinLens3D Basic 1.1.5

- object surface now shown in 3D drawing
- other improvements to drawing of object & image in 3D

WinLens3D Basic 1.1.4

- main form no longer maximised on load & its position is remembered

WinLens3D Basic 1.1.3

- bug fix: tilt data for a component was lost if re-editing existing component in its specialised editor
- bug fix: problem reversing a LINOS prism [custom prisms ok]
- bug fix: decentering a Fold Mirror decenters the reference axis [not desired - unlike tilting a fold mirror where it is correct for the ref axis to be tilted 2x]

WinLens3D Basic 1.1.2

Launch version on CD's given away at Munich Laser show

Keywords for all clips

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