- Tue Oct 23, 2012 6:57 pm
#361856

following this thread i was eager to find out some of the optical workings behind the systems we use quite every day.
since maxwell is what it is, i expected it to be somewhat capable of tracing accurate results, questionable was more how well it will handle the transport of multiply reflected/refracted caustics within a given scene.
the first task would be to build a single lens optical system to make sure only first order caustics are used to light the scene (most real projectors use fresnel+lens triplets.. for that our computers are too slow..) and trying to keep spherical aberration as low as possible. (as long as we leave dispersion turned off there won't be any chromatic aberration
)
in the tests i did it appeared that a planoconvex lens performs better in terms of spherical aberration than a biconvex lens,
so that is what you see being used to create the image above. (kudos to Brenda for assisting in the shot)
very simple 2 element design:

"DLP" chip is a sqaure mxi emitter plane
projected image:

lense is a single planoconvex element, spherical side facing outwards. (should be better choice that way around if distance to object is much bigger than distance to back focal distance)
enclosure (to aviod stray light) is made of an "absorber" material, nd 1 black black lambert; the box is closed.
there are a few relatively simple equations one can use to determent the correct distances of a certain configuration:
the thin lense equation
the "lensemaker's equation
both described here:
wikipedia is a good read but an outstanding description about this matter can be found here
> http://www.handprint.com/ASTRO/ae1.html#thicksingle (thanks to bruce for the hard work)
so the system needs to be focused in order to project an sharp image; that is a bit prblematic, as you will prbably know from setting up a beamer, that a minimal turn on the focus wheel has a big effect on image sharpness. So the setup has to be very accurate to re-project the texture accurately and it will only work on the target distance it is focused to.
it should be possible to construct a dynamic working system in a parametric software like grasshopper(rhino plugin), which will be the next thing i'll look into once time allows.
btw. i am not in any way an expert in this field.. but it is relatively easy to grasp the basic concept;
give it a try!
-daniel
ps. FIRE is not a good choice for testing such a setup
apart from that render times are absolutely acceptable.. what an engine..



following this thread i was eager to find out some of the optical workings behind the systems we use quite every day.
since maxwell is what it is, i expected it to be somewhat capable of tracing accurate results, questionable was more how well it will handle the transport of multiply reflected/refracted caustics within a given scene.
the first task would be to build a single lens optical system to make sure only first order caustics are used to light the scene (most real projectors use fresnel+lens triplets.. for that our computers are too slow..) and trying to keep spherical aberration as low as possible. (as long as we leave dispersion turned off there won't be any chromatic aberration

in the tests i did it appeared that a planoconvex lens performs better in terms of spherical aberration than a biconvex lens,
so that is what you see being used to create the image above. (kudos to Brenda for assisting in the shot)
very simple 2 element design:

"DLP" chip is a sqaure mxi emitter plane
projected image:

lense is a single planoconvex element, spherical side facing outwards. (should be better choice that way around if distance to object is much bigger than distance to back focal distance)
enclosure (to aviod stray light) is made of an "absorber" material, nd 1 black black lambert; the box is closed.
there are a few relatively simple equations one can use to determent the correct distances of a certain configuration:
the thin lense equation
the "lensemaker's equation
both described here:
wikipedia is a good read but an outstanding description about this matter can be found here
> http://www.handprint.com/ASTRO/ae1.html#thicksingle (thanks to bruce for the hard work)
so the system needs to be focused in order to project an sharp image; that is a bit prblematic, as you will prbably know from setting up a beamer, that a minimal turn on the focus wheel has a big effect on image sharpness. So the setup has to be very accurate to re-project the texture accurately and it will only work on the target distance it is focused to.
it should be possible to construct a dynamic working system in a parametric software like grasshopper(rhino plugin), which will be the next thing i'll look into once time allows.
btw. i am not in any way an expert in this field.. but it is relatively easy to grasp the basic concept;
give it a try!
-daniel
ps. FIRE is not a good choice for testing such a setup

apart from that render times are absolutely acceptable.. what an engine..



workstation: EVGA SR-2 / dual x5650@3.5Ghz / quadro 4000