Real imageIn optics, an image is defined as the collection of focus points of light rays coming from an object. A real image is the collection of focus points actually made by converging/diverging rays, while a is the collection of focus points made by extensions of diverging or converging rays. In other words, it is an image which is located in the plane of convergence for the light rays that originate from a given object.
Curved mirrorA curved mirror is a mirror with a curved reflecting surface. The surface may be either convex (bulging outward) or concave (recessed inward). Most curved mirrors have surfaces that are shaped like part of a sphere, but other shapes are sometimes used in optical devices. The most common non-spherical type are parabolic reflectors, found in optical devices such as reflecting telescopes that need to image distant objects, since spherical mirror systems, like spherical lenses, suffer from spherical aberration.
Radius of curvatureIn differential geometry, the radius of curvature (Rc), R, is the reciprocal of the curvature. For a curve, it equals the radius of the circular arc which best approximates the curve at that point. For surfaces, the radius of curvature is the radius of a circle that best fits a normal section or combinations thereof. In the case of a space curve, the radius of curvature is the length of the curvature vector. In the case of a plane curve, then R is the absolute value of where s is the arc length from a fixed point on the curve, φ is the tangential angle and κ is the curvature.
Ray tracing (graphics)In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating . On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods.
Distributed ray tracingDistributed ray tracing, also called distribution ray tracing and stochastic ray tracing, is a refinement of ray tracing that allows for the rendering of "soft" phenomena. Conventional ray tracing uses single rays to sample many different domains. For example, when the color of an object is calculated, ray tracing might send a single ray to each light source in the scene. This leads to sharp shadows, since there is no way for a light source to be partially occluded (another way of saying this is that all lights are point sources and have zero area).
Path tracingPath tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function (BRDF) to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image.
CurvatureIn mathematics, curvature is any of several strongly related concepts in geometry. Intuitively, the curvature is the amount by which a curve deviates from being a straight line, or a surface deviates from being a plane. For curves, the canonical example is that of a circle, which has a curvature equal to the reciprocal of its radius. Smaller circles bend more sharply, and hence have higher curvature. The curvature at a point of a differentiable curve is the curvature of its osculating circle, that is the circle that best approximates the curve near this point.
MirrorA mirror or looking glass is an object that reflects an . Light that bounces off a mirror will show an image of whatever is in front of it, when focused through the lens of the eye or a camera. Mirrors reverse the direction of the image in an equal yet opposite angle from which the light shines upon it. This allows the viewer to see themselves or objects behind them, or even objects that are at an angle from them but out of their field of view, such as around a corner.
Plane mirrorA plane mirror is a mirror with a flat (planar) reflective surface. For light rays striking a plane mirror, the angle of reflection equals the angle of incidence. The angle of the incidence is the angle between the incident ray and the surface normal (an imaginary line perpendicular to the surface). Therefore, the angle of reflection is the angle between the reflected ray and the normal and a collimated beam of light does not spread out after reflection from a plane mirror, except for diffraction effects.
Gaussian curvatureIn differential geometry, the Gaussian curvature or Gauss curvature Κ of a smooth surface in three-dimensional space at a point is the product of the principal curvatures, κ1 and κ2, at the given point: The Gaussian radius of curvature is the reciprocal of Κ. For example, a sphere of radius r has Gaussian curvature 1/r2 everywhere, and a flat plane and a cylinder have Gaussian curvature zero everywhere. The Gaussian curvature can also be negative, as in the case of a hyperboloid or the inside of a torus.
Radius of curvature (optics)Radius of curvature (ROC) has specific meaning and sign convention in optical design. A spherical lens or mirror surface has a center of curvature located either along or decentered from the system local optical axis. The vertex of the lens surface is located on the local optical axis. The distance from the vertex to the center of curvature is the radius of curvature of the surface. The sign convention for the optical radius of curvature is as follows: If the vertex lies to the left of the center of curvature, the radius of curvature is positive.
Focal lengthThe focal length of an optical system is a measure of how strongly the system converges or diverges light; it is the inverse of the system's optical power. A positive focal length indicates that a system converges light, while a negative focal length indicates that the system diverges light. A system with a shorter focal length bends the rays more sharply, bringing them to a focus in a shorter distance or diverging them more quickly.
Scalar curvatureIn the mathematical field of Riemannian geometry, the scalar curvature (or the Ricci scalar) is a measure of the curvature of a Riemannian manifold. To each point on a Riemannian manifold, it assigns a single real number determined by the geometry of the metric near that point. It is defined by a complicated explicit formula in terms of partial derivatives of the metric components, although it is also characterized by the volume of infinitesimally small geodesic balls.
Ray tracing (physics)In physics, ray tracing is a method for calculating the path of waves or particles through a system with regions of varying propagation velocity, absorption characteristics, and reflecting surfaces. Under these circumstances, wavefronts may bend, change direction, or reflect off surfaces, complicating analysis. Ray tracing solves the problem by repeatedly advancing idealized narrow beams called rays through the medium by discrete amounts. Simple problems can be analyzed by propagating a few rays using simple mathematics.
Principal curvatureIn differential geometry, the two principal curvatures at a given point of a surface are the maximum and minimum values of the curvature as expressed by the eigenvalues of the shape operator at that point. They measure how the surface bends by different amounts in different directions at that point. At each point p of a differentiable surface in 3-dimensional Euclidean space one may choose a unit normal vector. A normal plane at p is one that contains the normal vector, and will therefore also contain a unique direction tangent to the surface and cut the surface in a plane curve, called normal section.
Cardinal point (optics)In Gaussian optics, the cardinal points consist of three pairs of points located on the optical axis of a rotationally symmetric, focal, optical system. These are the focal points, the principal points, and the nodal points. For ideal systems, the basic imaging properties such as image size, location, and orientation are completely determined by the locations of the cardinal points; in fact only four points are necessary: the focal points and either the principal or nodal points.
Ray castingRay casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the 3D scene. The term "Ray Casting" was introduced by Scott Roth while at the General Motors Research Labs from 1978–1980.
Ray (optics)In optics, a ray is an idealized geometrical model of light or other electromagnetic radiation, obtained by choosing a curve that is perpendicular to the wavefronts of the actual light, and that points in the direction of energy flow. Rays are used to model the propagation of light through an optical system, by dividing the real light field up into discrete rays that can be computationally propagated through the system by the techniques of ray tracing. This allows even very complex optical systems to be analyzed mathematically or simulated by computer.
Focus (optics)In geometrical optics, a focus, also called an image point, is a point where light rays originating from a point on the object converge. Although the focus is conceptually a point, physically the focus has a spatial extent, called the blur circle. This non-ideal focusing may be caused by aberrations of the imaging optics. In the absence of significant aberrations, the smallest possible blur circle is the Airy disc, which is caused by diffraction from the optical system's aperture.
Real-time computer graphicsReal-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time , but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion.