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From: nyholku
Subject: Simulating projector
Date: 13 Jan 2016 10:50:00
Message: <web.5696717811b5ae2cba8737420@news.povray.org>
Hi,

I'm fairly new to povray but otherwise not a noobie.

I'm trying to simulate a confocal imaging system where I have a pattern that
will be projected through a lens to a surface (and in the next phase project
the projected pattern from the target  back through the same lens and a half
transparent mirror  to an other surface (sensor).

Something like in this sketch:

http://www.eazycnc.com/temp/sketch.png


I've created all the parts and individually they seem to be alright, however the
'photon mapping' is not working.

To debug I've simplified the setup to just a spot light source that illuminates
the pattern and a surface on which the light from that pattern should be
visible.

The illuminated pattern (Source in the code) looks like this when rendered in
povray:

http://www.eazycnc.com/temp/pic1.png

And the surface (Target) that is supposed to shine some of this pattern's light
looks like this:

http://www.eazycnc.com/temp/pic2.png

The code can be downloaded from here:

http://www.eazycnc.com/temp/lens2.pov

In the pic2 the source pattern can be seen through specular reflection but if I
turn on the diffuse reflection and turn off the specular reflection then the
'Target' is just black where as I think it should 'glow/reflect' some green
light (of course it should not show the patter because the lens is not there
yet).

So what am I doing wrong, or is this a wrong approach or is povray the wrong
tool for this?


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From: Mike Horvath
Subject: Re: Simulating projector
Date: 13 Jan 2016 11:37:52
Message: <56967d60$1@news.povray.org>
On 1/13/2016 10:47 AM, nyholku wrote:
>
> Hi,
>
> I'm fairly new to povray but otherwise not a noobie.
>
> I'm trying to simulate a confocal imaging system where I have a pattern that
> will be projected through a lens to a surface (and in the next phase project
> the projected pattern from the target  back through the same lens and a half
> transparent mirror  to an other surface (sensor).
>
> Something like in this sketch:
>
> http://www.eazycnc.com/temp/sketch.png
>
>
> I've created all the parts and individually they seem to be alright, however the
> 'photon mapping' is not working.
>
> To debug I've simplified the setup to just a spot light source that illuminates
> the pattern and a surface on which the light from that pattern should be
> visible.
>
> The illuminated pattern (Source in the code) looks like this when rendered in
> povray:
>
> http://www.eazycnc.com/temp/pic1.png
>
> And the surface (Target) that is supposed to shine some of this pattern's light
> looks like this:
>
> http://www.eazycnc.com/temp/pic2.png
>
> The code can be downloaded from here:
>
> http://www.eazycnc.com/temp/lens2.pov
>
> In the pic2 the source pattern can be seen through specular reflection but if I
> turn on the diffuse reflection and turn off the specular reflection then the
> 'Target' is just black where as I think it should 'glow/reflect' some green
> light (of course it should not show the patter because the lens is not there
> yet).
>
> So what am I doing wrong, or is this a wrong approach or is povray the wrong
> tool for this?
>
>
>
>
>
>
>
>


Your first link is dead. There is no sketch.


Mike


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From: nyholku
Subject: Re: Simulating projector
Date: 13 Jan 2016 13:30:01
Message: <web.5696970b809efa33ae7704580@news.povray.org>
Oops, it is jpg, try this:


http://www.eazycnc.com/temp/sketch.jpg


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From: clipka
Subject: Re: Simulating projector
Date: 13 Jan 2016 13:53:18
Message: <56969d1e$1@news.povray.org>
Am 13.01.2016 um 16:47 schrieb nyholku:
> 
> I've created all the parts and individually they seem to be alright, however the
> 'photon mapping' is not working.

Photon mapping only simulates refraction and specular reflection of
light from the light source. It stops where diffuse materials are involved.

To simulate how light reflected diffusely from an object illuminates
other objects, there's the "radiosity" feature.

Make sure to use high-quality radiosity settings, and make use of the
"importance" keyword to keep render times at least a little bit in check.


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