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Walid wrote:
> Hi,
>
> Is it possible to simulate electrons interference with povray?
> If yes, I would appreciate the help of someone on this topic?
That's photon, not electron!
If you confuse lepton and boson, you need far more help than I can
provide.
- --
Eifersucht ist die Leidenschaft, die mit Eifer sucht, was Leiden
schafft.
Eco: -8.75 Soc: -6.72
http://www.politicalcompass.org/
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iD8DBQFD3e09s/YJ43cSjHIRAlsgAJ0bcf7rsnfWDB5ZoNy+IVR8evv7FQCfW0Fe
R2vkiRBPa/844uTelRtf9jE=
=MTjo
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Thanks for enlightening me, but as you know (or you don't) matter particles,
such as electrons, also produce interference patterns due to their wave-like
nature. I'm really far away from confusing leptons and bosons.
Le Forgeron <jgr### [at] freefr> wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> Walid wrote:
> > Hi,
> >
> > Is it possible to simulate electrons interference with povray?
> > If yes, I would appreciate the help of someone on this topic?
>
> That's photon, not electron!
> If you confuse lepton and boson, you need far more help than I can
> provide.
>
> - --
> Eifersucht ist die Leidenschaft, die mit Eifer sucht, was Leiden
> schafft.
>
> Eco: -8.75 Soc: -6.72
> http://www.politicalcompass.org/
> -----BEGIN PGP SIGNATURE-----
> Version: GnuPG v1.4.0 (MingW32)
> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
>
> iD8DBQFD3e09s/YJ43cSjHIRAlsgAJ0bcf7rsnfWDB5ZoNy+IVR8evv7FQCfW0Fe
> R2vkiRBPa/844uTelRtf9jE=
> =MTjo
> -----END PGP SIGNATURE-----
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Walid nous apporta ses lumieres en ce 30/01/2006 02:43:
> Hi,
>
> Is it possible to simulate electrons interference with povray?
> If yes, I would appreciate the help of someone on this topic?
>
> Walid
>
>
>
>
You can't have a correct simulation. The closest you can get is by using a pair of
repeating
patterns lige onion, using a large scale along the viewing vector.
--
Alain
-------------------------------------------------
f u cn rd ths, u cn gt a gd jb n cmptr prgrmmng.
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Le Forgeron wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> Walid wrote:
>
>>Hi,
>>
>>Is it possible to simulate electrons interference with povray?
>>If yes, I would appreciate the help of someone on this topic?
>
>
> That's photon, not electron!
> If you confuse lepton and boson, you need far more help than I can
> provide.
>
well, have a look at the 1925 famous Davidson & Germer experiment, for
example at
http://www.phys.ufl.edu/~rfield/PHY3063/images/Chapter5_7.pdf
Thibaut
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Alain wrote:
> Walid nous apporta ses lumieres en ce 30/01/2006 02:43:
>
>> Hi,
>>
>> Is it possible to simulate electrons interference with povray?
>> If yes, I would appreciate the help of someone on this topic?
>>
>> Walid
>>
>>
>>
>>
> You can't have a correct simulation. The closest you can get is by using
> a pair of repeating patterns lige onion, using a large scale along the
> viewing vector.
>
Yes, you'd have to have to fake it, for povray doesn't shoot its rays as
waves.
Skip
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> >> Is it possible to simulate electrons interference with povray?
> >> If yes, I would appreciate the help of someone on this topic?
OK, let's forget about the "waves" interference part. Is it possible
to simulate the "particle" interference where particles are randomly
generating patterns of interference on a screen.
Thanks
Walid
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"Walid" <wha### [at] onlinefr> wrote:
> OK, let's forget about the "waves" interference part. Is it possible
> to simulate the "particle" interference where particles are randomly
> generating patterns of interference on a screen.
Interference is a wave phenomenon. Particles can only interfere with each
other if they can be described by a wave function (i.e., if they are
behaving like waves). The theory that describes electron interference is
the same as that which describes light interference. If there is a
difference, the quantum physicists haven't figured it out yet!
http://en.wikipedia.org/wiki/Wave-particle_duality
Bill
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> Interference is a wave phenomenon. Particles can only interfere with each
> other if they can be described by a wave function (i.e., if they are
> behaving like waves). The theory that describes electron interference is
> the same as that which describes light interference. If there is a
> difference, the quantum physicists haven't figured it out yet!
>
> http://en.wikipedia.org/wiki/Wave-particle_duality
>
> Bill
I'm only trying to simulate the phenomenon with povray even if I'm faking
it.
The followng web site shows the photos of real electrons interference.
http://www.src.wits.ac.za/pages/teaching/Connell/phys284/2005/lecture-02/lecture_02/node3.html
while the following web site simulates electrons interference (using java
applet) http://www.ianford.com/dslit/
I'd like to know if it is possible to simulate such patterns of interference
with povray using the random keyword and some probability rules.
Walid
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"Walid" <wha### [at] onlinefr> wrote in message
news:web.43e36ccd4080b391666c08b10@news.povray.org...
>> >> Is it possible to simulate electrons interference with povray?
>> >> If yes, I would appreciate the help of someone on this topic?
>
> OK, let's forget about the "waves" interference part. Is it possible
> to simulate the "particle" interference where particles are randomly
> generating patterns of interference on a screen.
>
> Thanks
> Walid
>
Hi Walid,
I might be missing the point, but it seems to me that if you just want to
create a pattern on a surface that replicates an interference pattern, then
I can see two ways to do that in POV-Ray.
1. Use a function to create a pigment - I suspect it would be possible to
work out a function that uses the difference between the distance to one
slit and the distance to the other, then takes the remainder after dividing
that difference by the 'wavelength', returning a bright value where the
remainder is zero or equal to the 'wavelength' and fading to dark where the
remainder is half the wavelength.
2. Just position objects at the points of impact on the screen - If you
wanted a scatter of bright dots representing individual locations, you could
generate a random series of positions on a surface, then use the same sort
of calculation to determine whether you are going to show that dot or not.
The following example uses the second approach, with a series of spheres
being generated on an imaginary screen. The difference between the lengths
of the two potential paths is used to define how likely a dot is to be made
on the screen.
Hope this helps,
Regards,
Chris B.
camera {location <0,500,500> look_at <0,200,0>}
light_source{< 0, 0,-400> rgb 3}
#local SlitSeparation = 7;
#local SlitWidth = 3.5;
#local Wavelength = 1;
box {< -500,-200,-500>
<-SlitSeparation/2-SlitWidth/2,200,-501>
pigment {color rgb <0,1,1>}
}
box {<-SlitSeparation/2+SlitWidth/2,-200,-500>
< SlitSeparation/2-SlitWidth/2,200,-501>
pigment {color rgb <0,1,1>}
}
box {< SlitSeparation/2+SlitWidth/2,-200,-500>
< 500,200,-501>
pigment {color rgb <0,1,1>}
}
cylinder {< 0, 0,-1251>,< 0, 0,-1450>,8
texture {pigment {color rgb <1,0,1>}
finish {ambient rgb <1,0,1>}}
}
cylinder {< 0, 0,-1250>,< 0, 0,-1251>,5
texture {pigment {color rgb <1,1,0>}
finish {ambient rgb 10*<1,1,0>}}
}
#local MySphere = sphere {0,1
texture {pigment {color rgb <1,1,0>}
finish {ambient rgb 3*<1,1,0>}}
}
#local I = 1;
#local MySeed = seed(1);
#while (I<20000)
#local XCoord = 600 * (rand(MySeed)-0.5);
#local YCoord = 400 * (rand(MySeed)-0.5);
#local Difference =
vlength(<XCoord,0,0>-<-SlitSeparation,0,-500>)-vlength(<XCoord,0,0>-<SlitSeparation,0,-500>);
#local FringeDisplacement =
abs(abs(mod(Difference,Wavelength)/Wavelength)*2-1);
#if (rand(MySeed)<FringeDisplacement)
object {MySphere translate <XCoord,YCoord,0>}
#local I = I + 1;
#end
#end
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> Hi Walid,
> I might be missing the point, but it seems to me that if you just want to
> create a pattern on a surface that replicates an interference pattern, then
> I can see two ways to do that in POV-Ray.
>
> 1. Use a function to create a pigment - I suspect it would be possible to
> work out a function that uses the difference between the distance to one
> slit and the distance to the other, then takes the remainder after dividing
> that difference by the 'wavelength', returning a bright value where the
> remainder is zero or equal to the 'wavelength' and fading to dark where the
> remainder is half the wavelength.
>
> 2. Just position objects at the points of impact on the screen - If you
> wanted a scatter of bright dots representing individual locations, you could
> generate a random series of positions on a surface, then use the same sort
> of calculation to determine whether you are going to show that dot or not.
>
> The following example uses the second approach, with a series of spheres
> being generated on an imaginary screen. The difference between the lengths
> of the two potential paths is used to define how likely a dot is to be made
> on the screen.
>
> Hope this helps,
> Regards,
> Chris B.
Hi Chris,
Thanks a lot for your help. I was looking for this kind of script.
It's really interesting. I'll try to work out your first approach too.
Thanks again
Walid
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