lt basic handout 20051103
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TRANSCRIPT
2005/11/3
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E-mail: [email protected]://www.terasoft.com.tw
E-mail: [email protected]://www.opticalres.com
Gore
Goals
• To learn how to create and modify LightTools objects• To learn how to modify the optical properties of surfaces
associated with LightTools objects• To become familiar with the power of LightTools’ “point and shoot”
ray trace• To learn how to import and modify objects into LightTools from
CAD software• To learn how to model sources and define receivers for
illumination simulations• To understand the output options for simulation analysis and how
to interpret the results• To learn how to control the LightTools environment• To become familiar with graphical and command line entry of
LightTools commands
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What we plan to cover
How to get around and understand interface and key program concepts
How to create and modify objects
How to trace rays
How to define sources and receivers and run simple illumination analysis and view charts
How to run supplied utilities
How to make it more realistic
Content
Section 1: Illumination Fundamentals
Section 2: LightTools Introduction
Section 3: Object Geometry
Section 4: Creating Complex Objects
Section 5: Optical Properties
Section 6: Modeling Sources
Section 7: Receivers and Charts
Section 8: LightTools Utilities Library
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E-mail: [email protected]://www.terasoft.com.tw
E-mail: [email protected]://www.opticalres.com
Section 1 Illumination Fundamentals
Primary Illumination Quantities
Basic quantities
Flux
Radiometric
Power
Photometric
Power weighted by the
human eye response
Illuminance
Intensity
Luminance
Illuminance
Area
Luminance
Area
Intensity
Solid Angle
Flux
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Radiometric/Photometric Reference
Luminance
Illuminance
Intensity
Photometry Relationships
If Distance, R, is largeI = Illuminance * R2
If L is constantIntensity = L * Projected Area
If Illuminance is constantFlux = Illuminance * Area
=A
daeIlluminancFlux
If L is constantFlux = L * Etendue
If PSA is constant over the areaEtendue = Area * PSA
If Intensity is constantFlux = Intensity * Solid Angle
)sin(IntensityFlux Ω
= φθθ dd
If Luminance is constantIlluminance = L * Projected
Solid Angle
Ω
= φθθθ ddL )sin()cos(eIlluminanc
y
x
zφ
θ
=A
daL )cos(Intensity θ
Ω
=A
ddadL φθθθ )sin()cos(FluxFlux
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!
Scattering
• No surface is perfect! Scattered light plays a crucial role in many designs.
• In general, a surface spreads the specular beam and has a diffuse component. Scatter increases Etendue
Types of Scattering Surfaces
In Out
SPECULARSnell’s Law(Ex: Mirror)
DIFFUSELambertian
(Ex: White Paper)
MIXTUREReal Life
(Ex: Glossy Paper)
Perfectly Specular or Lambertian Surfaces are only approximations of reality!
InIn OutOut
E-mail: [email protected]://www.terasoft.com.tw
E-mail: [email protected]://www.opticalres.com
Section 2LightTools Introduction
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LightTools® is Modular
• Core Module
– Basis for all other modules (includes macro language support)
• Illumination Module
• Four Data Transfer Modules
– Standards: IGES, SAT, STEP
– Program-specific: CATIA
• Imaging Path Module
– Generally for use with CODE V®
– Not discussed in these training materials
"
LightTools® Applications
Design and analysis of illumination systems Light pipes, flat panel displays, automotive lighting, projection
systems, and much more
Stray light investigations Veiling glare, scattered light (BSDF), etc.
Complex opto-mechanical layout
Including native or CAD-imported optical and mechanical components
Conceptual design and proposals Excellent visualization graphics
Optical design In conjunction with CODE V and the Imaging Path module
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What Differentiates LightTools?
• LightTools is different from other optical/illumination software programs in several ways:– CAD-like, easy-to-use graphical user interface that is element-based
rather than surface-based– Inherent non-sequential ray trace with a uniquely powerful “Point and
Shoot” ray trace feature– Ability to create native components or to import them from CAD software– Ability to easily modify native and (most) imported components (including
Boolean operations) – Ability to model polarization, scattering, Fresnel loss, user coatings and
many other surface properties– Ability to define point, surface, volume and “ray data” sources– Ability to define multiple receivers on any surface in the model– Monte Carlo-based ray trace for irradiance, intensity, luminance, and color
calculations– COM interface allows other applications (Visual Basic, Excel/VBA, etc.) to
communicate with LightTools, allowing for powerful macros to be written in a programming environment
"
Basic Concepts for LightTools
• Element-based, not surface-based– Differs from conventional optical design approach– 3D solid objects closely simulate physical objects– All surfaces of all objects can be optically active with various
properties• Geometrical ray tracing
– Geometrical ray tracing is the basis of nearly all optical analysis software
– Non-sequential (NS) ray tracing does not require a pre-defined sequence of surfaces or elements
– NS ray tracing determines its path dynamically, closely simulating the real behavior of light
– LightTools ray tracing supports scattering, ray splitting, and other special capabilities
– LightTools does not consider diffraction effects
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"#
Views in LightTools
• LightTools is primarily a graphically oriented program, presenting the system data in the form of “views” which display in multiple windows
• 3D Design view is the main design view, supplemented by tabbed window-like dialogs for access to object properties and other data
• LightTools also provides Explorer-like navigation views (System Navigator, Window Navigator)
• Additional views for specialized use– Spreadsheet-like “Table views” provide complete LightTools model
and analysis information
– 2D Design view
– Imaging Path view (with optional Imaging Path Module)
"
Surface Properties
• Even if you start with an accurate solid model, optical analysisrequires more than object shapes and materials
• Surface properties are also important– Surface profiles can be planes, spheres, toroids, aspheres, splines,
and many other forms
– Surfaces can be smooth (“specular”), refracting or reflecting, scattering, absorbing, coated, textured, diffractive (e.g., gratings), and more
– Color coding (in shaded views) identifies the type of surface (e.g., blue for refracting, silver for reflect)
• Each surface has a basic property (“bare surface”) and can have one or many overlying “property zones” which allow properties to vary over a single surface
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View Preferences (3D)
• Choose File > New Model > 3D Design
• Choose View > View Preferences• Defaults OK except on Grid tab
– Check “Snap to Grid”– Enter 0.1 (mm) for both
X and Y values– Click Apply
• On Colors tab, choose a color scheme if desired
• Right click on 3D_untitled (under View Preferences) and choose Save View Environment
"
Preferences $ General, Defaults
• Choose Edit > Preferences• Assumptions for today
– General Preferences, System tab• Units: millimeters• Radius mode: Radius
– Defaults – Select photometric units on the following tabs
• Spectral Region• Receiver• Source
• Click Apply• Right click on General Preferences
header and choose Save General and Defaults
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"!
Start New 3D Model
• Launch LightTools from Windows Start menu– Starts with Console view, an always-present text window where
messages appear
– Open and close files and start new models here
– Navigation windows start out blank
• Choose File > New Model > 3D Design
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Quick Tour of Interface Elements
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Quick Tour of the 3D View
The Right Mouse Button
• Left mouse button is for selection, menu picks, etc. as in most Windows software
• The right mouse button is also useful– Right click for pop-up “context” menus
– Right DRAG to rotate the 3D view
– Right DRAG with the Control key to zoom the 3D view in (move mouse cursor UP) and out (move mouse cursor DOWN)
– Right DRAG with Shift key to pan the 3D view
• This allows you to do most work with a single pane of the 3D View
• This is the only use of mouse “dragging”– Left mouse operations are always distinct clicks
– Button diagrams show you the clicks for each command
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Way to Zoom
In addition to the right mouse button view controls (rotate, zoom,
pan), there are zoom controls on the tool bar
The Zoom tool is especially useful for zooming in on a
particular feature you need to see or select (command name: Zoom)
Select the tool, then click at the opposite corners of the region you
wish to zoom
To see everything again, use Fit
E-mail: [email protected]://www.terasoft.com.tw
E-mail: [email protected]://www.opticalres.com
Section 3 Object Geometry
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#
Command Panel
• Contains the “tools” of LightTools
• Has three tiers (palettes) of command buttons, or icons– Top palette: major category selection
• Element Entry, Ray Tracing, Modifying, etc.
– Second palette: subcategory selection• Entry of lenses, reflectors, prisms, etc.
– Third palette: actual commands• Buttons are larger than in the first two
palettes• Numbers on glyph indicate order of
point entry• Command line prompts describe next
entry
Top palette:category selection
Second palette: subcategory
Third palette:Actual commands
Entering Objects
• LightTools is solid-based
– The smallest functional unit of entry for physical entities is a complete
solid element, including its edges
– Real objects have surfaces; surfaces do not exist by themselves (with
one minor exception)
• Native LightTools geometry is created from “primitives”
– Primitive shapes include sphere, block, toroid, extruded prism,
revolved prism
– Primitives are combined to form complex objects
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Optical vs. Mechanical
• The same primitives appear as both “Elements” and “3D Objects”; difference is default settings
Add mechanical element
Add optical element
Mechanical Aluminum3D Objects
TIR, Reflect, AbsorbBK7 glassElements
Surface PropertiesMaterialCategory
Basic Primitive Shapes
• Cube– Specified along diagonal or
half-width and length
• Sphere– Specify radius or diameter
• Cylinder Toroid Ellipse
• General– Extruded Revolved
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!
Follow the Numbers and Prompts
Click forPoint 1
Click forPoint 2
Click forPoint 3
%
What Just Happened?
• Entering a block is a simple operation—3 mouse clicks—but it
opens the door to other aspects of LightTools
• Before looking at other object geometry, we’ll first consider
– Use of the command line
– Console and Error Windows
– Coordinate systems
– Point entry
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Command Line
• When you click on a command button, LightTools echoes this to the command line (e.g. “Block3Pt”)– You can also type the command at the command line
• Many commands require the entry of a point in space– The point can be entered via a mouse click in an appropriate pane or
by typing a command– If the point is entered by a mouse click, the equivalent command
appears in the Command Window (and in the Console Window at command completion)
• Commands can be “nested”– During the entry of a command, the command may be interrupted to
perform another command. – The first command is “put on hold” until the second command is
completed. – Up to 8 levels of nesting are possible.
Console Window (1)
The Console Window is the top level window in LightTools and is always open (you cannot dismiss it but you can iconify it)
It keeps a scrolled log of all messages (including error messages) and commands, no matter how they were generated
LightToolsmessages
Usercommands
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Console Window (2)
The Console Window must be the active window to Start a new model
Exit LightTools
The log can help you in several ways. The log Identifies selected objects
Tells you why rays failed to trace
Gives details about the status of data exchange operations, including Repair
The scrolled log is retained for the entire LightTools session
Error Window
• Error messages also appear in the error window with a time stamp
• Error window always remains in front
• Can resize, dock/undock, and close error window
– WARNING: if you close the error window, it won’t open automatically if an error occurs
Docking bar
CloseWindow
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Coordinate Systems
• LightTools has a global coordinate system and a user coordinate system (UCS)– By default they are coincident– Both coordinate systems are right-handed
• Rotations described by the optical Euler angles: – Order is important! For multiple angles, Alpha rotation 1st, then Beta
about the newly defined axes, then Gamma about the axes resulting from the Alpha and Beta rotations
+x
+y
+z
+z'+y'
a +x
+y
+z
+z'
+x'
b
+y
+z
+y'+x' g
+x
Alpha > 0 Beta > 0 Gamma > 0
Alpha: positive for “+Z to +Y” Beta: positive for “+X to +Z” Gamma: positive for “+X to +Y”
Example: Coordinate Rotation
a = 45 b = g = 0
a = 45 b = 30g = 0
a = 45 b = 30g = 10
X-Y plane Y-Z plane
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Surface Coordinate System
Each surface has a local coordinate system identified with it
The z-axis of each surface coordinate system points outward from the solid
Place UCS on surface to see coordinate system orientation
Global coordinateSystem(black axes)
Local coordinatesystem(colored axes)
Place UCS on surface
Return UCS to global
User Coordinate System - UCS
The UCS can be shifted and rotated with respect to the global coordinate
system with UCS Preferences View > View UCS > UCS Preferences or
UCS tab of the 3D view preferences
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!
Defining New UCS
• The UCS axes can also be aligned with the coordinate system of a surface or ray using the command palette
• Sketched objects are entered aligned with or oriented relative to the UCS Z-axis.– Useful for entering tilted
subsystems
Move origin Rotate aboutorigin
Place on surface
Use mouse clicks todefine origin and 2coordinate axes
Place on line
%
Aligning View Along UCS Planes
The currently active 3D view can be quickly aligned along the UCS X, Y, or Z axes
Front view(UCS X-Y plane)
Top view(UCS X-Z plane)
Right side view(UCS Y-Z plane)
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Point Entry
LightTools keeps track of the location of the current point (location
of the last point entered)
A new point can be entered in absolute terms or as a delta from
the current point
Points can be entered in global, UCS, or pane coordinates
Entering Points on the Command Line
• The basic command for entering a point globally isXYZ x,y,z
– The x, y, z coordinates are separated by commas (no white space)– White space is used before and after the coordinates
• Points can also be given in UCS (local) coordinatesLXYZ x,y,z
• Points can also given in pane coordinatesUVW u,v,w
– U is horizontal in the pane, V is vertical in the pane, W is perpendicular to the pane
• All forms are converted internally to XYZ form
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Entering Points Relative to Current Point
• A point can also be expressed as a change (delta) relative to the current point in global, local, or pane coordinates– The delta can be a linear delta or a length and an angle
• Linear delta forms are as follows
– DXYZ dx,dy,dz delta in global coordinates
– LDXYZ dx,dy,dz delta in local coordinates
– DUV du,dv,dw delta in pane coordinates
Entering Points as Angular Deltas
• Points can also be entered as length and angle from current point
• Most useful form:
– LA l,q delta length and angle (in pane)
0o
90o
θ
la 2,0 la 1,45 la 2,0 la 1,90 la 1,0
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#
Point Entry Examples
• XYZ 0,0,0 global origin
• UVW 0,0,0 origin in pane (keep depth)
• DXYZ 1,2,3 shift 1 in x, 2 in y, 3 in z (global)
• DUV 1,2,0 shift 1 right, 2 up in pane (keep depth)
• LA 2,45 shift length 2, 45 in pane
• ; repeat last entered point (global)
Point Entry for a Block
#1
#2#3
Block3Pt XYZ 0,0,0 XYZ 0,1,0 XYZ 0,0,4
Xyz 0,0,0 la 1,90 dxyz 0,-1,4
#1 #3#2
Block3Pt
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Optical Elements
• Optical elements have BK7 glass as their starting material, and surface properties that are “reasonable” for how they typically interact with light. – E.g.: singlet lens has transmissive front and rear surfaces and an
absorbing edge
2D & 3D textures(discussed later)
Prisms
Singlets Fold mirrors
3D opticalobjects
Dummy surfaces
Optical elementReflectors
Why So Many Singlet Lenses?
• Different buttons allow you to sketch in desired lens geometry more quickly
• Can adjust parameters in object’s property dialog box.
Plane parallel plate
Lens with flats on 1 or both surfaces
Mirror: front surface reflects, rear absorbs
Quick: enter numeric data (radius, thickness,glass)
Library: insert savedobject
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!
Flats and Inner Diameters
• Flats are commonly used to provide a mounting surface on concave surfaces
• Width of flat given by: (diameter – inner diameter)/2• “Calculate Inner Diameter” automatically maximizes inner diameter
as surface parameters change
Front surfaceinner diameter
Lens primitivediameter
#%
Surface Shapes for Lenses
LightTools allows the following surface shapes: Sphere (default) Conic Polynomial asphere (20th order) Anamorphic asphere (20th order) Odd polynomial asphere
(30th order) Cylinder (X or Y) Toroid (X or Y, with 20th order aspheric profile) Zernike polynomial XY polynomial Superconic Spline Patch and Spline Sweep
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Surface Shape Dialog BoxCalculate Inner Diameter: LightTools automatically adjusts inner diameter as outer diameter is changed.Maximum inner diameter = 2 *(Surface Radius of curvature)
Coefficient name and current value for this surface shape Convex
Concave
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Reflectors
• Any surface on a lens or 3D object can be converted to a reflective surface by changing desired surface to reflect surface in Optical Properties dialog box
• Common mirror geometries also available from the command palettes– Simple spherical mirror included in lens palette– Flat fold mirrors have own command button
• Common reflectors available with Place Reflector• Types: revolved (rotationally symmetric)
and trough• Reflector geometries: parabolic, elliptical
and hyperbolic• Input (depending on geometry):
– Diameter or depth– Distance to first focus– Distance between foci
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Workshop 3-1: Parabolic Reflector
• Enter a parabolic trough reflector with the following specifications:
– Distance to first focus = 5 mm
– Reflector diameter = 25 mm
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Dummy Surfaces
Always rendered in wireframe mode
Two kinds Flat plane
Flat plane defined by the center point and the axis normal direction
Often used as receivers during illumination simulations
Spherical surface Spherical surface defined by the center point and
radius
Useful to add a tag point at arbitrary position on object
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##
Extruded and Revolved Solids
• Most of LightTools’ native objects are regular geometric shapes defined with a few mouse clicks
• Two objects allow you to define a complex cross section and theneither extrude it a given length or revolved it about a specified axis
• Available as both “Optical” or “Mechanical” objects
Optical:BK7 glass,TIR surfaces
Mechanical:Aluminum,Absorbing surfaces
#
Extrusiondepth
Dove prism
Face
Extruded Solids
An extruded solid is specified by the vertex locations to define the face and a depth Closing the polygon is not necessary (automatic) Depth is given in a second pane Depth is from current depth (not )
Requires point entry in two views (e.g. Right side and Isometric)
Useful for Boolean operations for unusual shapes, holes, etc. Can be tapered
taper = (dimension EndSurface2)/(dimension EndSurface1)
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Steps to Enter Extruded Prism
1st click
2nd click
3rd click
nth click
(n+1)st click--selects a different pane
Define faceshape ofprism
(n+1)nd click for prism depth Enter “;” on command line to finish
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Entry of a Revolved Prism
A revolved prism is input as a profile of points defining a cross-section of the revolution, axis of revolution, and amount of revolution in degrees Closing the profile is not
necessary
Entered in one pane unlike linear extrusion
Angle of revolution
Axis of revolutionCross-SectionProfile
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#!
Steps to Enter a Revolved Prism
Step 1:Click to define prism vertices
Step 2:Double click to close prism face(or click and type “;” )
Step 3:Click to define originand direction of rotation axis
Step 4:Click to define rotation angle, or enter sweep angle in degreeson the command line
%
Editing Extruded/Revolved Prisms
• Properties dialog box lists vertices relative to the object coordinate system (not the global coordinate system) – Can edit vertices to alter face shape– Can’t insert additional vertices
• Other modifications– Extruded prisms: change length and taper– Revolved prisms: change sweep angle
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"
Workshop 3-2: Extruded Reflector
• The figures illustrate a trough reflector. The segment vertices lie on a parabola. It can be made by using the extruded prism command.
• In the right side view, the coordinates of the segment vertices are:
X Y Z
Workshop 3-2: Extruded Reflector (2)
• Use point entry or grid snap when entering the vertex points
• Extruded prisms have their profile entered in one pane, and depth in another
• You can copy and paste to the command line. Text from the console window or from a text editor can be pasted into the command line.
• Set the optical properties of the segmented surface to “Simple Mirror.”
• Trace a parallel fan of rays to the mirror. Does the mirror act like a parabola?
• Save the model after it is entered.
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Prisms
• The Optical Elements > Place Prism palette contains regular prisms in addition to the extruded and revolved prisms– Polygonal rod defined by center-to-vertex or center-to-
face distance
– Common imaging prisms
2D Objects
• Three 2-dimensional entities can be drawn in LightTools– Polyline
– Box
– Text
• Can be used to annotate drawings
• Polyline useful to create reference line for “Snap to line”operations.
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#
Library Elements
Simple or complex objects can be saved as library elements for use in other LightTools models
Useful for combining multiple LightTools models
To save a library element Select the object(s) Choose File > Save Library... Enter origin point and file name; saved as .ent file
To enter a saved library element Either
Choose File > Restore Library or Click the Library command button
Follow the Command Window prompts for scale, position, and orientation
Workshop 3-3: Mirror System
• Create the following beam deflecting mirror system:
• Trace a single ray using the icon on the toolbar– X,Y,Z=0,0,0– Alpha, Beta, Gamma=0,0,0
• Create M1 (Mirror 1)– X,Y,Z=0,0,20– Alpha,Beta,Gamma=-20,0,0– FrontSurface Shape=“Conic”– Diameter=15– Thickness=2– Conic Constant=-1– Front radius = 50 Concave– Rear radius = 50 Convex
M1
M2
M3
Image plane
Entrance slit
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Workshop 3-3: Mirror System (2)
Create M2 (Mirror 2) Flat surfaces, Height,
Width=15,15 X,Y,Z=0,13,4
Rotate M2 25 degrees relative to the incoming beam Set the UCS on the ray Rotate the UCS Alpha by 25
degrees with View > View UCS > UCS Preferences (subtract 25 from the existing value. This will give clockwise rotation)
Select M2 (tag point on the front surface), and align it along the UCS Z-axis (Edit> Align > Along UCS Z Axis)
25 deg
M1
M1
M2
M2
Workshop 3-3: Mirror System (3)
Create M3 (Mirror 3) Make a copy of M1
XYZ=0,-8,4
Rotate M3 20 degrees to the incoming beam (clockwise) as before using Edit > Align > Along UCS Z axis
Add a dummy plane perpendicular to the beam to see the image plane
XYZ=0,13,25.4 (approximate position)
M1
Dummy plane
M3
M2
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!
Workshop 3-3: Mirror System (4)
Create a diverging NSRay Fan X,Y,Z=0,0,0
Alpha, Beta, Gamma=0,0,0
Subtended angle=10 degrees
Optional: Move the dummy plane along the center ray and observe the ray print on the surface change. Select the icon at right, then click on the dummy surface
E-mail: [email protected]://www.terasoft.com.tw
E-mail: [email protected]://www.opticalres.com
Section 4Creating Complex Objects
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"
Complex Objects
• The objects entered from the Elements and 3D Objects palettes are “building blocks” for LightTools
• These basic shapes are referred to as “primitives”
• Complex objects can be created by – Combining these primitives
– Using a Data Exchange Module to import from a CAD package
• The Modifying palette contains many commands used when creating complex objects
Make a Selection
• Before you can create a more complex object, you usually first
must select the primitive(s) you want to start with
• Can be done in:
– System navigator
– Using the Selection commands palette
– Edit menu
– 3D View—clicking when DefaultSelect is the command prompt
– Typing at the command line
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Selection in the System Navigator
• Click to select object– Left click to select one object
– Shift-left click to select a range of objects
– Ctrl-left click to select objects not in a continuous range
Selection Command Palette
Select single objectAdd single objectto current selection
Select objects based on their relationship to “fence”drawn by cursor
Remove object from current selection
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#
Selection Using the Edit Menu
• Select All selects all objects in the current model
• Invert Selection performs 2 operations
– 1. Any object that wasn’t selected at the time of the
command is now selected
– 2. Any object that was selected at the time of the
command is unselected
– Easy way to select a large number (but not all) of
objects in model
Editing Command Palette
• Now that we’ve made our selection, what can we do?
– Move or Copy the selection
– Adjust the orientation
• Align lets you align selection to a specified line
– Scale by a specified factor
– Array in rectangular or radial pattern
• Makes multiple copies of original and places them in
specified regular pattern
• Resulting copies are individual objects
• Original is not part of the array
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Array Example: Pillow Lenses
• Create single “pillow” (lens with rectangular shape)
• Rectangular array
– 5 across, 4 up
– Indicate locations for
“corner” lens and its
2 neighbors
Original lens
“Corner” lens
Specify these locations
Editing with Context Menu
When one or more objects are selected, a right click brings up a
context menu
Edit All Selected allows user to open Properties dialog box at a
specific level and make changes to multiple targets at once
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!
Grouping Command Palette
Grouping allows individual objects to be associated with each other If you move the group, all of the components maintain
their relative relationship to each other
Each component maintains all of its own properties (material, optical properties, size, etc.)
Once a group is established, you can Ungroup
Add single object
Remove single object
%
Grouped Objects Example
Coordinates of group are coordinates of the first object selected when the group was created
T1 incandescent lamp Group contains optical parts,
mechanical parts, and a source
Select the group and move entire lamp as a unit
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Boolean (3D) Editing
Boolean (3D) Editing
Boolean operations are used to combine basic geometries to create complex objects
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Components of a Boolean Operation
Any solid object, optical or mechanical, can be used in a Boolean operation
Some operations are simple (e.g., making a hole in a primary mirror)
Others are complex, requiring cascaded Boolean operations Dashboard lightpipes may have dozens of components
Careful positioning and sizing of Boolean components are important for useful results Extruded prisms are useful for making holes and edges
There is no limit to the number or level of Boolean operations that can be performed
Performing the Boolean Operation
• Decide on the end result, the components needed, and the Boolean operations required– There may be many ways to achieve the same result
• Form and position the component objects– Take care with position, size, and depth of components
– For example, hole forming objects should extend completely through the object to avoid jagged edges
• Choose and perform the Boolean command
• If the result does not look right, undo the Boolean operation with Unbool
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#
Lightpipe by Boolean Operations
Lightpipe Components
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Types of Boolean Operations
Union Used to combine two or more objects into oneobject
Intersect Used to keep only the overlap of selected objects
Subtract Used to remove an object from other objects
Trim Used to slice off part of an object
Unbool Used to undo a Boolean operation
Union
Used to combine two or more individual objects into one physical
object
Union is a mathematical operation
The objects do not have to be physically touching or overlapping
Different than Cement
The final object has the material of the first object selected
Select the objects to join and click on Union
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!
Union Example
3 sections joined to form pipe
!%
Intersect
Used to keep only the parts of two or more objects which
physically overlap
Useful for creating truncated objects
Select the objects and click on Intersect
The order of selection may be important
Resulting object has the material of the first object selected
Allows you to truncate an optical part with a mechanical block, leaving
an optical part
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!"
Intersect Example: Lightpipe Curve
!
Subtract
Used to physically remove the volume of one object from another
object
Useful for making holes in objects (such as primary mirrors),
creating hollow cylinders, etc.
The order of selection is important!
Select the main object first, the object to be subtracted second, and
click on Subtract
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!
Subtract Example: Ring for Lightpipe
Select
Select more
Subtract
!
Trim
Used to slice off part of the selected objects
Trim creates a plane and intersects it with the object, keeping only
the part on one side of the plane
The plane is specified by indicating a location on the plane and the
normal to the plane (perpendicular)
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!#
Trim Geometry
Object to be trimmed
Trim plane
Perpendicular (normal)
Click pointsThis side kept
Trimmed object
!
Workshop 4-1: Arrayed Reflector
• Start with the extruded reflector you created in Workshop 3-2 and use “Trim” to create a 20 degree wedge. – Center the extrusion about X=0, and use the point XYZ 0,0,0 as the
reference point for the trim operations.
– Hint: Use LA commands to perform the trim operations.
20o
Trim
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!
Workshop 4-1: Arrayed Reflector (2)
Use the Circular array command to array the segmented wedges
into a full 360o reflector.
The original object is not part of the final array.
The arrayed objects are separate entities. Union them together to
form a single reflector.
!
Unbool
The component parts of a Boolean operation are still kept in memory as well as the type of Boolean operation
The parts not displayed are not thrown away
The full descriptions of all component parts are retained
Thus, it is possible to undo a Boolean operation to restore the component parts This can be done over multiple levels of Boolean operations which
have been performed to form complex structures
Select the Boolean object and click on Unbool The component parts are restored to the model
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!!
Modifying Boolean Operations
An object that is the result of a Boolean operation can be modified
without re-performing the operation
Any component can have its size, shape, position, or orientation
changed relative to the entity
Holes can be moved, truncations can be resized, etc.
The type of Boolean operation cannot be changed without
performing an Unbool first
"%%
Boolean Edit Example
Diameter of holechanged in Propertiesdialog box withoutunBooling the object
Right click on selected entity to rename
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"%"
Boolean Tree
The System Navigator shows the resulting object, and the constituent primitives underneath it
Surfaces that do not appear in the final object are in parentheses and can not be expanded
Final Object
Primitives
Surfaces not in final object
"%
Boolean Operations in Table View
System Navigator shows the components of the Boolean solid
Table View shows the specific Boolean operations performed; all surfaces are listed
View > New > Tables > Components
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"%
Workshop 4-2: Integrating Sphere
• Create an integrating sphere– Subtract one sphere of radius 9 mm from another sphere of radius 10
mm to create a hollow shell
– Subtract a 1.0 mm radius cylinder from one of the sides as shownbelow for the exit port.
• Save the model (we’ll use it later).
sphere of radius 9mm
sphere of radius 10mm
subtract
"%
Element Editing
Element Editing palette allows modifications that are
commonly used with lenses
Stretch changes focal length of lens
Bend changes shape of lens, keeps same focal
length
Fold maintains alignment of fold mirror and
surrounding optics
Cement/Break and Immerse/Remove have wider
application as they enable light to go directly from one
material to another, without an air gap
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"%#
Cementing and Breaking
Cement is used to cement two surfaces into one, with no
intervening air gap
The second object selected moves and changes radius as necessary
NOTE: Different surface properties on the two cemented surfaces
may cause rays to behave differently depending on the ray direction
Break is used to remove a cemented interface
Click on Break and then click on the desired interface to break
The separation after Break is zero, but the objects are independent
objects
There is an infinitesimal air gap separating objects
Cement and Break operations are confirmed in Console Window
"%
Entry of a Cemented Doublet
All elements created in LightTools are singlets
To enter a cemented doublet, you must enter both component
singlets and then cement them
Select the elements such that the tag points are on the surfaces to
be cemented
The second element moves to cement its tagged surface to the
tagged surface of the first selected element
If necessary, the second tagged surface radius is changed to match
the the radius on the first tagged surface
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"%
Cementing Example
Tag points
Select First Lens + More Second Lens
Cemented grouplisted in SystemNavigator
"%
Object Immersion
Immersion allows ray tracing through objects that are completelyor partially contained within objects composed of materials other than air, or objects that are in optical contact with objects composed of materials other than air.
Objects remain individual entities; neither object moves or changes shape
Remove undoes the Immerse command
Examples:X prisms Clad fibersFlow sensorsLight emitting diodesNested volume sources
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"%!
Immersion Example
• Immersed Fiber
– Select cladding (immersing region)
– Select more core (immersed object)
– Immerse
• Immersion indicated in
Properties dialog box
on Immersion tab
""%
Data Exchange with CAD Programs
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"""
Data Exchange Modules
Many times the complex model you want to use in LightTools has
been created in another CAD package
Data Exchange Modules allow you to import/export a model in the
following formats
SAT
STEP
IGES
CATIA
""
Data Exchange Process
The more you know (and can control) the data exchange process, the better LightTools is a solid modeler; objects are solids
SAT, STEP and CATIA formats are also solid model-based Objects are solids This is good
IGES format is surface-based Objects are a collection of unrelated surfaces You must create a solid from them This can be bad
User should know what items are included in the file: physical elements, rays, reference
surface etc.
what options were used in creating the file
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""
Importing a Model
Open 3D design view
File > Import > Plain SAT/LT SAT/IGES/STEP/CATIA
Process model: If surface-based:
Flip surface normals by selecting the surface, then Edit > Imported Geometry > Flip Surface Normal
Combine surfaces into solid with Edit > Imported Geometry > Combine Imported Surfaces
Repair geometry with Edit > Imported Geometry > Repair Selected Geometry
Resulting model Material: fused silica (n=1.44524, V=67.795) Optical Properties: all surfaces set to Transmitted/TIR (100% transmitting)
""
STEP Import Dialog Box
Applicable to trimmedsurfaces only
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""#
IGES Example: Simple Lens
IGES is a surface-based modeler
Simple lens comes in as 6 separate surfaces
Surface normals may not be correct
Incorrect surfacenormal orientation
""
Surface Normals: Blue vs. Red
• Correct surface normal orientation is critical for both refractive solid objects and reflective surfaces
• Blue surface patch indicates the surface normal is pointing out of the object (the viewer is looking in the opposite direction of the normal)– Surface normal is pointing outward from the object’s material, toward
the viewer
• Red surface patch indicates the viewer is looking in the same direction as the surface normal pointing out of the object– Surface normal is pointing outward from the object’s material away
from the viewer who is now looking through the material
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""
Surface Normals
User must consider which side of surface is of importance Easier to tell which way the surface normal should point for solid
objects User knows material must be inside the object and surface normals should
point outward
For reflectors (surface-like objects) the user must determine correct direction for surface normals
Surface normals can be selected and flipped by selecting: Edit > Imported Geometry > Flip Surface Normal
Flipping surface normals only changes which side the material is on Orientation of physical surface does not change
""
Processing Imported Objects
• First, correctly orient the surface normals
• Second, select all surfaces– Do not select Polylines
• Right click in 3D view and select View Preferences. On Visibility tab, uncheck “Enable Polyline Selection”
• Third, combine the surfaces
• Fourth, repair the model
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""!
Repairing Imported Models
• Repair feature used primarily for imported objects
• Helps correct problems resulting from differences in model
precision from other CAD packages
• Converts spline surfaces into simplified analytic surfaces if
possible
– Spheres, cylinders, toroids, planes, and cones
• Main benefit is increased ray trace speed
"%
Repair Feature
Automatic Repair also available from menu
Edit > Imported Geometry > Repair Selected Geometry
Custom Repair allows user to specify which
operations are performed and tolerances for
each
Automatic Repair
Custom Repair
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""
Troubleshooting Imported Files
Place file to be imported onto a local drive, not a network drive
Directory or folder name where imported file is located should not
have any blank spaces
Check the import file in a text editor
Delete any blank lines at the beginning and end of the file
Scan the body of the file for unreadable characters or graphical
symbols
"
Troubleshooting Imported Files (2)
Monitor the LightTools console window during translation Resize design view so the console window is visible
Depending on importing file size and complexity and computer speed, importing process may take some time to complete
Cursor arrow will change to an hourglass icon to indicate LightTools is busy working
Pressing [Ctrl]-[Alt]-[Del] will bring up the Windows task manager showing the LightTools process
LightTools...Not Responding does not necessarily mean LightToolshas crashed Sometimes it means LightTools is busy and not communicating with the
Windows task manager
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"
Troubleshooting Imported Files (3)
Users need to know how the imported file was created in the
originating CAD package
Console window will display information tables with IGES and
STEP entity type and name
For IGES files, cross check entity type with Appendix of supported
entities
Console window will display tables with entity type and possible
errors
Errors listed in the table do not necessarily mean the imported model
is bad
"
Data Export
Export Selected Entities Only
User can export selected portions of model rather then the entire
model
Convert 3D Textures to Real Geometry
Changes mathematical representation of 3D textures into physical
surfaces
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E-mail: [email protected]://www.terasoft.com.tw
E-mail: [email protected]://www.opticalres.com
Section 5 Optical Properties
"
All surfaces TIR With correct surface properties
Why Optical Properties Matter
Optical Properties determine how much the energy and direction of a ray changes
Example: H7 Automotive lamp
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"
Rendering Color of Surfaces
In Solid and Translucent rendering, the color of a surface indicates
the direction of light propagation
Can change using 3D View Preferences, Surface Color tab
Split (reflect & transmit)
Absorb (optical)
Absorb (mechanical)Reflect
"
Propagation Directions
• Transmitted: light goes through the surface
• Reflected: light remains on the same side of the surface as it started
• Split or Both: light divides at the surface; some is transmitted and some is reflected
• Absorb: light stops at the surface. “Mechanical” or “Optical” behave the same.
Transmit Reflect Split Absorb(optical)
Absorb(mechanical)
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"!
Point and Shoot Rays
We!ll use Point and Shoot (a.k.a. non-sequential or NS) rays to see how light interacts with a surface
Each ray starts with a power of 1.0
The power drops via the transmittance and reflectance values specified for each surface
A limiting energy threshold can be specified for each ray, fan, or grid When ray intensity falls below this, the ray trace stops
Default threshold is 0.01 (1%)
Fresnel losses, scattering losses, and bulk absorption are all taken into consideration
"%
Why Did They Stop?
Each of the three rays shown below stops for a different reason
Surface set to absorb
Top Surface: Max Hits = 5
Ray misses all other surfaces
5
1
4
3
2
Surface set to split
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""
Ray Termination Conditions
A point and shoot ray continues to trace until one of the following stop conditions is encountered The ray fails to hit any more optical surfaces
The ray hits an absorb or mechanical surface
The intensity of the ray falls below the threshold limit
The maximum number of hits on a surface is exceeded
The ray encounters a TIR condition on a surface specified as REFRACT mode
The ray encounters a refract condition on a surface specified asTIRONLY mode
The ray diffracts into an evanescent diffraction order (sine of the diffracted angle > 1)
"
Ray Properties
• Most properties are defined for the entire fan or grid of rays, and are read-only for the individual segments
Description of ray fan
Ray stops when its power drops below 1%
Automatic: check if the surrounding region has amaterial
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"
Accessing Ray Trace Data
Single ray trace data is very useful for troubleshooting Check details for preceding and following interfaces Check path and surface transmittance values
"
What Optical Properties to Use?
• Example: Lightpipe for an automobile radio knob
Front
Back
LightpipeLED source
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"#
Choices for Optical Properties
Optical properties for each zone of a surface are set using the following dialog box
"
Smooth Optical Raytrace Modes
Rays hitting a Smooth Optical surface follow Snell!s Law: n sin( ) = n! sin( !)
TIR = Total Internal Reflection: sin( !) = [n sin( )]/n! > 1.0 All light is reflected Light travels from higher index
material to lower index material Smooth Optical allows choice of Raytrace Mode (direction)
Transmitted/TIR: trace rays that either refract or TIR off a surface
Split (Reflect and Transmitted):both rays are traced
Transmitted Rays Only: traces only those rays which meet refract condition, terminates others
Reflected Rays Only: all rays reflect TIR Rays Only: traces only those rays which meet TIR condition,
terminates others
θ
θ
’
’
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"
Specifying Power in Given Direction
Propagation Directions and Raytrace Mode determine in which
direction the rays are traced
Power in each direction is specified by either:
Fixed percentages
Variable percentages calculated from:
Fresnel loss
Coating
Polarization
"
Fixed Power Percentages
Can specify percent Reflectance and Transmittance at surface LightTools calculates Absorption so that
R + T + A = 100% You can specify power in a direction where no rays are traced
Specifying energy in a given direction doesn!t mean that rays are traced in that direction
Example: Raytrace Mode = Reflect Reflectance = 80% Absorption = 15% Transmittance = 5%
BUT No rays are tracedin the transmitted direction!
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"!
Advanced Properties for Power
Power distribution can be calculated based on
Fresnel loss: depends on the angle of incidence and index of
refraction
Coating: User-defined or supplied coatings can specify R and T as
function of wavelength, angle of incidence or location
Polarizer: Linear polarizer specifies X and Y reflectance and
transmittance; others use standard R, T, and A
"%
Fresnel Loss
The loss of transmitted power as a function of angle of incidence of a ray at a surface is called Fresnel loss The loss is sent into the reflected ray
The calculation is for uncoated surface only If an optical coating is present, LightTools uses the coating
prescription to determine the proper transmission and reflection as a function of incident angle
In general, the steeper the angle of incidence the more energy is reflected from a surface The Fresnel loss is polarization dependent LightTools averages the polarizations, if polarization ray tracing is
disabled LightTools computes losses for both S & T polarization states if
polarization ray tracing is enabled
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""
User-Defined Coatings
Edit > User Coatings
"
Wavelengths
The coating is a function of wavelength, but how to define the wavelength for the point and shoot ray?
Use Spectral Region Preferences to enter spectrum Select desired wavelength for ray in Ray Properties dialog box list
Right click in rowto access menu
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"
Coating Example: X-Prism
X-Prism spectrally divides white light into 3 channels using 2 color coatings
"
λ #$%
"
Polarization
Polarizing properties in LightTools are Linear polarizer
Ideal retarder Jones Matrix
Mueller Matrix
Polarization only affects ray amplitude and phase, not direction
Some polarization models have reflectance and transmittance options Polarization state of transmitted and reflected rays will be the same,
magnitudes may be different
Polarizer and retarder models are defined with respect to the surface coordinate system (aligned with Y-axis of surface)
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"#
Zone_1 vs. BareSurface
The Smooth Optical setting is commonly used with lenses. Front and rear surfaces of lenses automatically have two property
zones defined Zone_1 Bare surface (everything outside of Zone_1)
Each zone can have different optical treatments Default is the same treatment
Zone_1 size, shape, location, and orientation on the surface can be specified Default is to cover the entire physical
surface
Example - if you had a lens with the center zone reflective you could set the bare surface to refract and zone_1 to reflect
"
Bare Surface Properties
Bare Surface covers everything not defined as a separate zone
Every surface has this zone
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"
Zone_1 Properties
Can adjust geometry of zone_1
Defined with respect to surface coordinate system
"
Optical Properties Options
• Simple Mirror—Smooth Optical where only the Reflectance is specified
• Absorber–Optical or Mechanical (only rendering color changes)
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"!
Scattering
• Ray Propagation Direction can be Transmitted (forward scatter),
Reflected (back scatter) or both
• Energy distribution given byReflectance + Transmittance + Absorption = 100%
• Specify scattering distribution
– Most distributions centered about the specular
(specular: direction of the ray that obeys Snell’s law)
Specular direction
"#%
Simple Scattering
Simple Scattering requires at most one parameter to describe the
scattering distribution
3 Options:
Lambertian
Gaussian
Cos Nth
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"#"
Lambertian Scattering
Random scattering surface (white paint)
Each incident ray can scatter in any direction with the same
probability
Scattering occurs about the surface normal and not the incident
angle
Each scattered ray has the same energy
Surface Normal
Specular Direction
"#
Scattering Ray Controls
The options available for Lambertian scattering appear for otherscattering models also Propagation direction:
Transmitted
Reflected
Both
Number of scattered rays E.g.: 1 ray incident,
5 rays scattered
Polarized Scattered rays have same polarization as a specular ray traveling in that
direction would have
Weighted rays
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"#
Weighted Rays
• LightTools’ default is non-weighted rays– Magnitude of each scattered ray is same
– Directions (angles) of scattered rays generated by probability distribution
– More rays generated in direction where scattered energy is high
– Efficient ray trace
• Can choose Weighted rays: Yes– Magnitude of each scattered ray determined by the probability
distribution
– Ray directions are chosen uniformly in direction cosine space
– Less efficient ray trace
"#
Workshop 5-1: Integrating Sphere
• Restore the geometry of the Integrating Sphere that you created in Workshop 4-2.
• Set the surface properties of the inner sphere to be a Lambertian reflective scatterer with a reflectance of 0.90.
• Trace a single ray from inside sphere and see what happens.
• Change the number of scattered rays to 10 and decrease the ray threshold to 0.0010 and then 0.00010.
scattered rays = 1threshold = 0.010
scattered rays = 10 scattered rays = 10threshold = 0.0010 threshold = 0.00010
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"##
• Each incident ray can scatter with the Gaussian distribution given by
where P( ) = intensity or radiance in the direction
Po = intensity or radiance in the specular direction = standard deviation of the Gaussian
distribution, in degrees
• Useful for near-specular or narrow distribution scatter
Gaussian Scattering
"#
Gaussian Scattering Settings
The Gaussian (sigma) defines the angular spread of the scatter distribution
Additional Controls
Fresnel Loss: reflectance and transmittance based on incident angle and index
Force Energy Conservation
Distribution Intensity: default
Radiance: often used for measured BSDF data
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"#
Force Energy Conservation
• Because the scatter distribution is centered on the specular ray
direction, the scattering distribution can “overlap” the surface.
• Force Energy Conservation setting accounts for this
– Yes: Energy of all scattered rays = energy of incident ray; scatter
distribution slightly distorted
– No: Energy is lost at the scattering surface
Distribution “overlaps” surfaceNo
Yes
"#
Advanced Scattering Models
Three advanced scattering models are available
Elliptical Gaussian: allows user to define different spread in
orthogonal directions
User Defined: rotationally symmetric energy distribution is described
by input file consisting of scatter angle vs. intensity or BSDF (bi-
directional scattering distribution function [radiance]) data
Complete: consists of diffuse (Lambertian) and near-specular
components to model scatter that is directional but surrounded by a
haze
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"#!
Complete Scattering
Each branch is 100% to its child branches
Available whenray propagatesas “Split” or in“Both” directions
100
Available if polarization raytracing is enabled
100100
100
"%
Probabilistic Ray Splitting
By default, both the reflected and transmitted rays are traced with power determined by transmittance and reflectance values Trace until ray power drops below ray power threshold or max hits
exceeded Can have exponential growth of rays with multiple split surfaces
Probabilistic ray splitting uses a probabilistic approach to determine whether to trace the reflected or transmitted ray at each split. Ex. Reflect/Transmit with reflectance R, transmittance T, and
absorption A. Probability for a split ray to: Transmit = T/(R + T) Reflect = R/(R + T) Power weighted by (R + T)
Complete scattering, Fresnel loss, QWAR, and User Coatings have slightly more complex probabilities
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""
Probabilistic Ray SplittingAll surfaces: Fresnel splitMax hits = 100Ray threshold = 1e-10
Reflector and source
Receiver plane
“Sawtooth” grating
Probabilistic Ray Split: NO Probabilistic Ray Split: YES
2,000 rays started277,948 rays at receiverSimulation time: 50 minError estimate: 42%
2,000 [200,000] rays started 1,247 [118,969] rays at receiverSimulation time: 19 seconds [29 min]Error estimate: 44% [6%]
1 NS ray started in each model
"
Surface Settings for Faster Raytracing
• Scattering surfaces and “split” surfaces can generate many rays in
many directions
• For faster simulations, want to reduce time tracing rays that you
don’t care about.
• 2 surface settings:
– Probabilistic ray splitting for split surfaces
• Not desirable for stray light or ghost analysis of system
– Aim areas, aim cones for scattering surfaces
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"
Importance Sampling: Aim Area, Aim Cone
Powerful tool to speed up ray tracing and increase accuracy for illumination simulations with scattered surfaces
Allows control over the direction in which rays are reflected and/or transmitted from the scatter surface
Defined by using the following icon sequence below
How does it work?
Scattered rays are generated uniformly within the projected solid angle of the aim entity then weighted by the scattering model associated with the surface.
"
Example: Aim Area
incident ray
scattered rays 1 of 100 rays traced to surface of interest
no aim area
incident ray
define aim area
incident ray
scattered rays
with aim area
all rays traced to surface of interest
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"#
Optical Property Zones
"
Optical Property Zones
• Simulate textured surfaces (“paint dots”) by defining multiple
property zones on a surface
• Can specify any LightTools optical property (scatter, grating,
coating, etc.) for each zone
• Zone geometries:
– Rectangle, circle, arcuate, ellipse
– Arrays of the above
– Monochrome bitmap image for non-periodic structures, such as
speedometer applique. “Black” has surface property of zone, “white”
has surface property of bare surface.
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"
Entering Property Zones
Place Zones palette under Optical elements
Select surface and LightTools will prompt for center of
zone, zone extent and other input (array spacing in x
and y etc.) as needed.
Can adjust with Properties dialog box for the new
zone
"
Displaying the Property Zones
• Make property zones visible using View Preferences
• Example: array of elliptical reflectors on an absorbing surface
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"!
3D Textured Surfaces $ ExampleArray of Pyramid structure
Easier and quicker to create micro-structured films such as BEFs
3D Structure converted to real geometry
"%
3D Textured Surfaces $ Bumps and Holes
Allows large regular arrays of 3D structures be applied to a surface, without slowing the ray trace time (statistical representation of the structure)
Arrays are defined on a zone by zone basis, thus an unlimited number of array patterns can be defined
Useful feature for back light applications Ray tracing speed is much faster than similar structures created
via Boolean operations The structure can be converted into real geometry using the data
exchange feature (STEP, SAT or CATIA)
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""
3D Textured Surfaces $ Bumps and Holes
Improved ray tracing performance
Model 10" x 10" x 0.25" block
1,000,000 hemispheres with R=0.01" on bottom 10"x10" surface
Computer 800 MHz PIII Dell laptop
512 MB RAM
Test results Render 1,000,000 lenslets = 21 seconds (visibility OFF by default)
Run 100,000 ray simulation = 2 minutes 1 second
Reduced file size
"
• – – – – –
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2005/11/3
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"
3D Textures
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2005/11/3
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th
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2005/11/3
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"
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2005/11/3
95
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Spacing X
Center Y
Center X
Spacing along circumference
"!
5 6 7 / ,5 6 7 / ,5 6 7 / ,5 6 7 / , &&&&8888''''
Adjust for Uniform Spacing
Adjust for Uniform Spacing
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E-mail: [email protected]://www.terasoft.com.tw
E-mail: [email protected]://www.opticalres.com
Section 6Modeling Sources
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"!
LightTools Sources
• Sources in LightTools are geometric shapes that can emit rays
from their surfaces or volume
• Similar to emitting “photons” from a real source
• Emitted rays are unpolarized
• Rays are generated randomly within the source geometry
• Can have any number of sources
"!
Source Types
Four kinds of sources
Point source
Surface emitting source
Sphere, block, cylinder, toroid
Volume emitting source
Sphere, block, cylinder, toroid
Ray Data source
Source data imported from Radiant
Imaging, or from a previous
illumination simulation Surface sources
Volumesources
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"!!
Different Types of Sources Point
Emits light from a point, angular distribution can be specified
Volume Volume sources emit from all points inside the enclosed volume of a
3D object The volume spatial distribution and the angular distribution can be
specified Uniform or user-defined
Surface Surface sources emit only from surfaces of a 3D object The user can control the emitting direction and state for each surface
(inward, outward, or both; on or off) The surface spatial distribution and the angular distribution can be
specified separately for each surface Uniform, Lambertian, user-defined
Ray data Usually measured (e.g.: Radiant Imaging) Contains XYZ, LMN, and Power for a large number of rays
%%
Source Characteristics
Sources are air-filled and do not by default shadow other sources Optical properties can be specified for surfaces Spectral properties can be specified for each source (source
spectrum) Surface, Spatial, and Angular emittance control
Can be combined for complex models
Sources can be built up by combining multiple shapes Sphere, Block, Cylinder, Toroid
Spiral (fluorescent) Tungsten (circular, bent)
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%"
Source Emittance Control
• In many cases sources do not emit to the full sphere (4p steradians)
• In many models it is necessary to limit the source emittance in one or more of the following ways:– Based on surface (only for surface sources)– Based on angular extents– Based on spatial position on the source surface or volume
• LightTools offers many different ways to control the source emission– Emission direction (inward/outward – for surface sources)– Aim Sphere control (angle of emission)– Spatial apodization (power vs position)– Angular apodization (power vs angle)– Volume apodization (power vs position)
%
Surface Emittance Control
Surfaces can emit either inward or outward
Figure illustrates a cylindrical source with different surface emittance All surfaces outward (1) End caps outward (2) Left end cap inward (3)
(1)
(2)
(3)
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%
Angular Emittance Control
• In addition to the surface emittance, the
angular emittance can also be controlled
for sources (point, surface, or volume
source) using the “Aim Sphere”
• Limiting angles are specified on an aim
sphere, which is normally oriented relative
to the z-axis of the source entity
– Can be rotated relative to the entity
• Rays are traced in an annular cone limited
by an upper angle and a lower angle A cylinder source emitting into (a) full sphere; (b) limited aim sphere
(a)
(b)
%
Aim Sphere Controls
• Lower Angle– Measured from
+Z axis to –Z axis of aim sphere
• Upper angle– Measured from
+Z axis to –Z axis of aim sphere, mainly to clip the region defined by Lower Angle
Z
Lowerangle
Upperangle
Rays emitted intothis annular zoneAim Sphere
Source
Rays not emitted inthis region
Rays not emitted inthis region
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%#
Aim Sphere Limits (1)
To cover the whole sphere:upper = 0
, lower = 180
,
alpha = any number, beta = any number
To cover the “upper” hemisphere:upper = 0
, lower = 90
,
alpha = 90, beta = 0
To cover the “lower” hemisphere: upper = 0
, lower = 90
,
alpha = -90, beta = 0
To cover the “forward” 20:
upper = 0, lower = 10
,
alpha = 0, beta = 0
%
Aim Sphere Limits (2)
Lower angle of 90 degrees, Upper angle of 20 degrees
Lower angle of 45 degrees, Upper angle of 20 degrees
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%
Apodization
%
Apodization Controls
Sources can have the surface or volume spatial distributions specified and the angular distribution specified (defaults are in italics)
Distribution type
Point source
Surface source
Volume source
Surface
—
uniform user-defined
—
Volume
—
—
uniform
user-defined
Angular uniform
user-defined
uniform Lambertian
user-defined
uniform user-defined
Spatial
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%!
Source Apodization
Used to customize spatial and angular variations of source emittance
Spatial apodization Can be applied to surface emitters on a surface-by-surface basis
Volume sources can have volume apodization specified cylindrically or in a rectangular grid
Angular apodization Can be applied to point sources
Can be applied to surface emitters on a surface-by-surface basis
Can be applied to volume emitters but is constant over entire volume
Usually the far-field distribution
"%
Source Apodization
Any source can be apodized to get the desired angular/spatial distribution Variation of source power is specified (position/angle)
Spatially apodized collimated source (Lower Angle=Upper Angle=0) tracing to a flat surface
Angular apodization applied to a spherical source to model NICHIA NSCG100A
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Apodization File Format
Data is applied to the source using a data file or by directly entering in the grid File name takes the form of
name. txt or name. apd Format is an ASCII text file Header line must contain the
word MESH: n m, SPHEREMESH: n m orPOLARMESH: n m, where n and m are the size of the text file
U and V directions correspond to X, Y for spatial apodization and Longitude, Latitude for angular apodization
MESH: n m
a11 a12 a13 ... a1n
a21 a22 a23 ... a2n
...
am1 am2 am3 ... amn
&'($)*
&'
('
"
Mapping Surface Apodization Data
Data are fit within the bounds as shown below
The default is for apodization bounds to fit entire surface for spatial apodizer or entire sphere for a direction apodizer
If bounds are larger than surface or full sphere extra data will be ignored
If bounds are smaller than surface or full sphere regions outside are filled with zeros
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"
Applying Apodization Data
Spatial and angular apodization
can be applied through dialog
boxes
Tree view provides an easy way
to select the desired surface, etc.
"
Surface Apodization Example
Source apodized using an interference fringe pattern Note that the data in V-direction starts at maximum latitude (Vmax-to-
Vmin) Top left corner is the Umin,Vmax
Cylinder source (collimated) with rear surface emitting on to a dummy plane
Irradiance pattern on the dummy plane
Data file used to apodize the source (41 X 41).
Vmin
Vmax
Vmin
Vmax
0 0 0 1.08620 0 0 1.23740 0 0 1.23660 0 0 1.23610 0 0 1.2261
1.2231 1.24068 1.217 1.89162.4972 2.48838 2.5169 2.47942.4789 2.51608 2.4792 2.4813
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"#
Angular Apodization Mapping
Same file format as for the surface apodization Different coordinate system [Longitude (U), Latitude (V)]
Z
X
Y
[Longitude 0, Latitude 90]
[Latitude 0]
[Longitude 180, Latitude 90]
[Longitude 90, Latitude 90]
[Latitude 180]
[Longitude 270, Latitude 90] Z
Y
X
U
V
UV coordinate (0,0)
Long. = 0
Long. = 90
"
Angular Apodization Example
• LED example: HP HSMx-C650 Surface Mount LED
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"
Angular Apodization File
spheremesh: 1 1100.220.450.60.750.860.920.950.970.991
Max ValueMin Latitude(“North Pole”)
Min Value, Max Latitude (“South Pole”)100 degrees latitude Note that the
LED intensity distribution is rotationally symmetric. Therefore, only one column of data is requiredto specify the variation in Latitude
"
Volume Apodization
Used to specify the volume distribution for volume sources
Ideal for modeling complex (arbitrary) power distributions
Arc sources
Two volume apodization options
Cylinder
Rotationally symmetric
Grid (User Defined)
Any arbitrary distribution
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Volume Cylinder Source (1)
A volume cylinder source is apodized using the data shown below Aim sphere can be limited (collimated) in +Z direction and +Y direction
(or any other) to view the irradiance
#sample volume cylinder apodization filecylindermesh: 4 5rmin: 1.0rmax: 4.0lmin: 0.0lmax: 5.00 0 0.8 1.00 0 0.8 1.00.1 0.25 0.8 1.00.1 0.25 0.8 1.00.1 0.25 0.8 1.0
Radial
Leng
th
%
Volume Cylinder Source (2)
Irradiance along +Z-axis direction
Aim Sphere Lower
Angle=Upper Angle=0
Alpha=0
• Irradiance along +Y-axis direction
• Aim Sphere– Lower
Angle=Upper Angle=0
– Alpha=90 "((++$$
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"
Volume Grid Apodization
Used to model volume power distribution Any arbitrary distribution can be specified X and Y data is organized as a 2D matrix to define
slices in XY plane Number of XY matrices is equal to the number of
slices in Z direction
#sample volume grid apodization file3Dregulargridmesh: 3 4 3xmin: -1.5xmax: 1.5ymin: -2.0ymax: 2.0zmin: 0zmax: 5# xy matrix for first z layer1 0 72 1 64 5 11 1 6# xy matrix for second z layer4 5 11 2 32 2 21 2 3# xy matrix for third z layer1 8 94 5 11 2 31 2 3
Modeling D2 Arc Lamp
Volume grid apodization used to model D2 (automotive lamp) arc
Arc is a volume emitter
Can use CCD images taken from different view points
Abel Inversion
Abel Transform provides a way to create 3D data from 2D pictures
Real sources are often NOT rotationally symmetric
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D2 Arc Lamp (1)
Use two (or more) images to model the arc using volume apodization technique
Abel Inversion is typically used to compute the flux density from the projected image
Volume apodization data can be modified to model arc changes
Philips D2 lamp
Top
Side
Conversion routine provided by ORA
D2 Arc Lamp (2)
• Image resolution used for apodization ~ 100 pixels
• No de-magnification applied– Needs to account
for bulb wall refraction
• Line charts show a slice through the image (arbitrary scale)
• Absorption/scattering can be modeled using dummy geometry and a ray data source (discussed in the next section)
,-.
/
).
/
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#
Workshop 6-1: LED Modeling
Given the following LED specifications, setup the LED in LightTools
Workshop 6-1 : Spectral Characteristics
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Workshop 6-1: Angular Radiation Distribution
0.510
0.525
0.5410
0.5615
0.620
0.725
0.8530
135
0.9540
0.845
0.5550
0.3555
0.1260
0.07565
0.02570
0.0175
0.0580
085
090
Relative Intensity
Angular Displacement
(degrees)
Workshop 6-1: Total Flux
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!
Workshop 6-1
Use the Source Flux Scaler Utility to scale the power of the LED given a Peak Intensity of 11.9 Candela (you should get approximately a 25 Lumen LED)
E-mail: [email protected]://www.terasoft.com.tw
E-mail: [email protected]://www.opticalres.com
Section 7Receivers and Charts
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"
Receivers and Charts - Overview
LightTools has several ways to record ray data information during a simulation using receivers
Charts are graphical illustrations of receiver data
Receivers are similar to light detectors Light detectors respond to photons LightTools receivers respond to rays
Receivers are like CCDs (Charged Coupled Device, a type of photo sensor array) used as light detectors CCD can count (or record) each photon that falls within its cells
known as pixels Receivers can record ray information (such as X,Y,Z, L,M,N, etc.)
within its boundaries
Receivers can be operated in radiometric (default) or photometric mode
Receivers and Charts - Overview
Receivers are usually divided into rectangular meshes to collect ray data A mesh is a rectangular grid of
cells (or bins) Each bin can record data Number of bins can be changed
Gives desired resolution
More bins gives higher spatial/angular resolution
Data can be displayed as color maps Color is proportional to the
magnitude of the data being displayed
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Receivers: Surface and Far Field
There are two types of receivers Surface Far field
Surface receivers Rectangular and planar in shape Attached to a surface (planar or
non-planar) Receiver is projected onto non-planar surfaces
Can have luminance meters Spatial or angular
Far field receivers Spherical in shape Located at infinity Only one receiver at a time Can operate in finite mode too (finite far field)
Any number of receivers allowed in this mode
Receiver Coordinate System (1)
Surface receivers use the local coordinate system of the surface
The system shown to the right has A collimated disc source
A disc with an absorbing rectangular region (a zone ) on its front surface
A Surface receiver on the rear surface of the disc
Local coordinate system of the rear surface of disc is shown
X, Y in the illuminance chart are oriented with respect to X, Y of the local coordinate system
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#
Receiver Coordinate System (2)
• Far field receivers use the “global” coordinate system
• The system shown below has– Three point sources in X, Y, Z directions with aim cones 20, 30, 40
degrees (same power)– Coordinates shown in (a) are “Longitudes” with respect to the global
coordinates– Longitude limits [0 at –Y, 180 at +Y, 270 at +X]– Latitude limits [0 at +Z, 90 at +Y, 180 at –Z)
(a) (b)
X
Y
Z
Y
Receiver Coordinate System (3)
Far field receiver coordinates are identical to the angular apodization coordinate system
Z
X
Y
[Longitude 0, Latitude 90]
[Latitude 0]
[Longitude 180, Latitude 90]
[Longitude 90, Latitude 90]
[Latitude 180]
[Longitude 270, Latitude 90]
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Receiver Meshes
Each receiver type can have several types of meshes A mesh is a rectangular grid of bins that collect data
Different meshes for different types of data
Surface receiver Illuminance mesh (Irradiance, Illuminance) Intensity mesh (Intensity)
Spatial luminance mesh (Luminance)
Angular luminance mesh (Luminance) CIE meshes (Chromaticity and CCT)
Far field receiver Intensity mesh (Intensity)
CIE meshes (Chromaticity and CCT)
Receiver Mesh Limits (1)
Mesh boundaries Usually calculated automatically
Can be user defined (important in some cases to get enough bins)
Angular limits can be defined for all meshes for a given receiver
Illuminance mesh has linear bounds, intensity mesh has angular bounds
Batwing LED with optics Very narrow distribution
LED is emitting in +Y direction
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!
Receiver Mesh Limits (2)
Higher spatial/angular resolution can be obtained by setting proper mesh boundaries
Mesh bounds in (a) Latitude Min=0 Latitude Max=180 Longitude Min=0 Longitude Max=360 41 X 41 bins
Mesh bounds in (b) Latitude Min=60 Latitude Max=120 Longitude Min=150 Longitude Max=210 41 X 41 bins
(a)
(b)
Intensity Charts – 3D Raster and Lumviewer
%
Receiver Mesh Data
Mesh data can be viewed using the receiver properties dialog box
Charts are graphical display of same data
Data can be directly copied to EXCEL (or other program)
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"
Working With Mesh Data
Any data mesh on a given receiver can be exported to an ASCII
file
The desired data must be open in a Chart View
In the desired Chart View, use File>Export
Exported file can directly be used as an
apodization file (spatial or angular)
Mesh data is usually saved with the
*.lts file
All charts are available when reopening
the file
Mesh Export
Exported data format
CHART: Intensity Chart Legend
Longitude Latitude luminous intensity
## XDim YDim minXbound minYbound maxXbound maxYbound
MESH: 91 91 90 0 270 180
## Mesh cell values
0.000003 0.000052 0.000142 0.000289 0.000474 0.000691… 0.000939 0.001205 0.001485 0.001775 0.002072
0.002374 …
…
…
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Receiver Ray Data
• LightTools saves in memory (RAM and virtual) several pieces of information about every ray which hits a receiver– Ray power– Ray position (x,y,z)– Ray direction cosines (l,m,n)– Wavelength– Optical path length
• This allows LightTools to perform some unique post-processing of the data after an illumination run– Re-binning– Best focus calculation– User-defined position calculation– Symmetry calculations
• Mesh data is the “binned” ray data for each mesh
Working With Receiver Data
Ray data is only available at design time Not saved with the *.lts file
Ray data can be exported to a file Select the desired receiver
In the 3D Design View, use Illumination>Export
Export Rays Exports X, Y, Z, L, M, N, P
Export Ray Directions Exports L, M, N, P (far field data)
This is an important feature when source(s) are very complex and simulation times are longer
Source structure is only needed for secondary effects (reflection, absorption, etc.)
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#
Ray Data Export Example
• Ray data of a receiver on a spline surface (using SplinePatch)– Surface receiver on the spline surface– Collimated disc source– Exported ray data is shown in a 3D graph
(X, Y, and Z of each ray)– Ray data resembles the actual surface
profile – neat check!
Actual data format in the exported ray data file
Save Design Time Using Ray Data
Receiver ray data files can directly be used as ray data sources in any LightTools design A very useful feature when working with
very complex systems avoids the need to repeat trace for complex geometry
A complex light pipe and a LED Usually the trace takes time, and brute
force simulations could be inefficient for quick design changes
Trace the LED to a dummy plane and use as a ray data source
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Receiver Binning
Binning during the simulation LightTools will automatically figure out the
optimum number of receiver bins to meet the desired error estimate (default is 5%, user defined) if the Auto Size Mesh=Yes
User can control the number of bins if desired (before or after simulation)
Data can be re-binned This is the process of re-distributing the rays
cells or bins across the receiver grid Allows determination of
irradiance/intensity/luminance on a given area within the receiver limits
Data in the Intensity Mesh are shown in these charts
41 X 41 bins
21 X 21 bins
Spatial and Angular Location of Bins
• X, Y or Longitudes, Latitudes usually denote the boundaries of the data mesh
• The actual coordinates of the “bin center” can be different– Important when bin sizes are
relatively large• Consider 11 X 11 intensity mesh
with Latitudes[0 to 180] and Longitudes[0 to 360]– About 16 degree error in
Longitude direction and About 8 degree error in Latitude direction due to finite bin size –if the boundaries are used
• Same applies for linear boundaries (illuminance or irradiance data)
Bin width=32.72, height=16.36 degrees
Bin center is 16.36 degrees offset from the boundary in Longitude direction and 8.18 degrees offset in Latitude direction
Actual bin coordinates are shown in the table
Long. Lat.
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!
Effect of Bin Size and Shape
Illuminance mesh Bins are always rectangular Non-planar surfaces are handled by projecting
rectangular bins on to the surface Intensity mesh
Bins at poles are non-rectangular Higher error due to fewer rays Can overcome by rotating the receiver
coordinates
#%
Receiver Binning and Accuracy
In the Monte Carlo model, accuracy is determined by the number of rays falling in each bin (ray density)
The program selects the number of bins to control the accuracy You specify the minimum and maximum number of bins in each
direction (defaults are 5 and 41) Program sets the number to try to get the peak error value of the cell
with the maximum irradiance/intensity below the required value (default 0.05 or 5%) or as close as possible
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#"
54% of 5,000 rays11 x 11 gridPeak error 16.8%
54% of 5,000 rays5x 5 gridPeak error 8.9%
54% of 240,000 rays11x 11 gridPeak error 2.9%
Binning Effects
Note the tradeoff between spatial resolution (grid size) and peak error
Larger numbers of rays must be traced to get enough rays per binfor better accuracy
#
Error Estimate
The peak error estimate is the first standard deviation of the receiver cell with the highest value and is given by the following formula:
where f = irradiance or intensity of each ray
N = total number of rays traced from one source
( )
N
N
f
f=
2
εN
=1ε
Converges when f is constant
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#
Workshop 7-1: Receiver Orientation
A lighting system has a circular beam pattern (intensity) with an angular extent of +/- 45 degrees. The optical axis of the system is along the +Z axis. We want to measure the intensity of the system with a far field receiver but want to avoid the receiver poles to prevent triangular bins
Suggest a far field receiver setup to meet the following criteria Angular resolution of intensity measurements = 5 degrees
Error estimate at peak < 5% (assume that all rays reaching the receiver have the same power)
Simulate this system and show that it meets expectations for a uniform point source with Lower Angle = 45 degrees, emitting in +Z direction
#
Receiver Setup
Use a far field receiver with Alpha=-90 Min. Latitude = 45 Max. Latitude = 135 Mesh size = 19 X 19
The first Latitude bin center is located at 47.5 degrees and the last at 132.5, with 5-degree bin width
The first Longitude bin center is located at 137.5 degrees and the last at 222.5, with 5-degree bin width
This setup is sometimes called Type A Photometer and is available in LightTools Utilities (SAE Test Point Analyzer)
45 50 55 80 85 90
47.5 52.5 82.5 87.5
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##
Simulation Results
Results shown using the 3D Intensity Raster Chart
Use the receiver dialog box to view the error, number of rays, etc. for each bin
#
Receiver Data Filtering
It is often desirable to characterize the receiver data based on
various parameters
Receiver data filtering is an excellent way to sub-sample the
entire data set
Excellent tool for variety of applications
Segmented reflector design (specially automotive exterior)
Stray light analysis
Illumination and optical system characterization
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#
Receiver Data Filtering
Ability to filter receiver ray data based on: Source (origin of rays)
Wavelength (wavelength of rays) Power/Flux (absolute or relative incident or exiting power of rays)
Hit number (of ray on receiver, or the last hit ) Incident Angle (of rays upon receiver) Exit Angle (of rays upon receiver)
Element (rays that hit the receiver and a specified element)
Surface (rays that hit the receiver and a specified surface) Property Zone (rays that hit the receiver and a specified property zone
on a surface)
Volume Interface (rays that undergo scattering in a material)
Optical Path Length (cumulative from source to receiver)
#
Adding Filters
Add filters to receivers by
Selecting the receiver in 3D view or in the
System Navigator
Right click to select Add Filter
Select the filter type using the drop down list
in the popup menu
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#!
Adding Filters
• Receiver dialog box can also be used to add filters
• Filter characteristics can be defined separately
• All the “enabled” filters will behave as “AND”
• Can combine filters to give different logic
• Filters can be enabled/disabled without retracing
%
Filtering Receiver Data
• Three sources with different wavelengths– 700 nm (Red)– 500 nm (Green)– 400 nm (Blue)
• Two “Wavelength” filters on the receiver (WaveFilter1 & WaveFilter2)
• Case (a)– WaveFilter1>550 nm– WaveFilter2=OFF
• Case (b)– WaveFilter1>450 nm– WaveFilter2<550 nm
• Case (c)– WaveFilter1=OFF– WaveFilter2<450 nm (a) (b) (c)
Illumination>Illuminace Display>CIE RGB>RGB Raster Chart
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"
Receiver Defocus
After an illumination simulation is completed, a receiver can be
moved to a user-defined position to analyze the flux distribution,
power, etc.
Also calculates Best Focus
This is the position which minimizes the area of the beam cross-
section (or the spot size ). Also known as the circle of least
confusion.
This can be done on a receiver by receiver basis
User defocus feature is important to analyze data at far field
Best Focus Example
• Elliptical reflector with semi-major axis=10, semi-minor axis=6. The corresponding distance between foci is 16 (foci are located 8 units from the center of the ellipse)
• Two receivers located at XYZ=0,0,1 and XYZ=0,0,15. Since receivers are located at same distance from the second focus theilluminance (or irradiance) distribution should be the same
• If either of the receivers set to “best focus”, then they both should move by Z=|7|
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Best Focus For Elliptical Reflector
• Elliptical receiver with a point source at one foci
• Two dummy planes with receivers at Z=1 and Z=15
• Irradiance with no defocus (a) and best focus (b)– At best focus, both
receivers move 7 units in Z
• Works only in “free space”. If there is additional absorbing media then this would not work
Symmetry Switch
Five different types of symmetry Ideal for analyzing a system
where you know the symmetry before starting
Allows the Monte Carlo algorithm to converge faster
No Symmetry Quadrant Symmetry Rotational Symmetry
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#
Symmetry Switch Example
Sun shining through the atmosphere with and without the rotational symmetry flag Simulated using Mie scattering
Clear atmosphere (with rotational
symmetry flag on)
Hazy atmosphere (with rotational
symmetry flag on)
Hazy atmosphere (without rotational symmetry flag on)
Luminance Meters
Luminance meters are parts of surface receivers When a luminance meter is defined, an additional data mesh is added
to the receiver
LightTools has two types of luminance meters Spatial luminance meter Angular luminance meter
Each surface receiver can have one of each type (total of two luminance meters/receiver at any given time)
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Adding Luminance Meters
Luminance meters are defined by selecting a surface receiver, and then using the command buttons
Controls for the luminance meter can be accessed using the properties dialog box
Distance is fixed, latitudes/longitudes control the orientation
Spatial Luminance Meter
• Measures the spatial luminance of an emitter. This is equivalent to
using a regular luminance meter, commonly known as a “spot
meter”, across the emitter surface
• The aperture should be large enough to capture sufficient number
of rays
The “aperture” and the distance defines the cone (solid angle) through which the light enters the luminance meter. It “scans” the entire surface while retaining the orientation. Luminance is computed for each bin in the spatial luminance mesh
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!
Luminance of a Graphic
• A surface with a graphic is analyzed with the spatial luminance meter– “Zone” is transmitting– “BareSurface” is absorbing
• Every position on the graphic can be measured at once– Spatial resolution depends on the number of bins
%
Angular Luminance Meter
• Measures the angular luminance of an emitter. This is equivalent
to using a regular luminance meter, commonly known as a “spot
meter”, at various angular positions around the emitter
• Luminance at all positions in one hemisphere can be measured
The “dome” represents the path of the luminance meter around the emitter in the upper hemisphere. Luminance is computed for each bin in the angular luminance mesh
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Luminance of a Lambertian Source
Two crossed Brightness Enhancement Films (BEF) with a Lambertian source (a) without the BEFs
(b) with BEFs
(a)
(b)
System
Dummy Plane
BEFs
Source
Receivers Summary
At least one receiver is required to run a simulation
Surface receivers are important for illuminance and luminance measurements
Also support intensity measurements, but only cover 2π steradians
Luminance meters are attached to surface receivers
Far field receivers are important for intensity measurements
Receiver data can be Re-binned
Filtered
Exported
Defocused
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Workshop 7-2: Airport Beacon
An airport beacon has the following specifications Maximum emission angle = 7.5 degrees
The cutoff point must be < 10% below the peak intensity
Height = 50 mm Diameter = 100 mm
Construction type = Fresnel
Source = Lambertian cylinder (length =10 mm, radius = 2 mm, emission angle = + 50 degrees)
"%%
#%
Step 1 $ Create the System
• Use the “Fresnel Lenses”utility to construct the beacon – This creates the top half of
the beacon– Copy and reorient to
create the lower portion– Union top & bottom to
form full beacon
• Create the source– Use a cylindrical surface
source, only the cylinder surface being the emitter
• Add the appropriate receiver type– Avoid triangular bins
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Step 2 $ Add Controls
Add a filter to filter out rays that do not
hit the lens
Can exclude direct light during design
phase without having to create extra
geometry
Step 3 $ Simulate
Run simulation
Look at the intensity chart
with and without the filter
Limit the receiver intensity
mesh limits so that the
region of interest is shown
with enough details
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Controlling the Simulation
Simulation Controls
Available only after setting up the simulation
Use Simulation Info Properties to control various ray trace controls Simulation parameters (Ray
Preview, Ray Report, and Update Interval)
Spectral content Random seed control
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!
Total Rays
• Total number of rays
– Total number of rays to use for the simulation
– If there is more than one source active, then the total
number of rays is distributed among all sources
according to the “source weight factor” (SWF)
– For total of 1000 rays
• (a) will emit 33% (0.5/(1+0.5))
• (b) will emit 66% (1/(1+0.5))
– No change in source power
(b) SWF=1
(a) SWF=0.5
%
Relative Threshold
Relative ray power threshold This is the energy threshold at which simulation rays are terminated.
Default is 0.01 or 1% of the starting power
Particularly important for stray light analysis where the desired power levels are well below the default 1%. A lens housing with scattering walls (reflectance = 0.5%). Analyze the first
bounce (a) threshold=1% (b) threshold=0.1%
(a) (b)
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Spectral Content
Spectral content controls the spectral range to include in the
simulation
Efficient way to analyze systems with broad spectral band
Consider Red, Green, and Blue LEDs in a system. By setting the
spectral range, effect of each LED can be analyzed separately without
changing their parameters
• If the system has no dispersive elements then the non-dispersive flag can increase the performance by tracing at a given wavelength
Random Seed Control
The random number generator starts at an arbitrary number and follows a certain sequence
Re-initialization resets the starting point Sometimes important for repeatability
Performance testing
Sobol (default) and Pseudo-Random algorithms allow the choice of random number generator to use The convergence depends on the nature of the model
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E-mail: [email protected]://www.terasoft.com.tw
E-mail: [email protected]://www.opticalres.com
Section 8LightTools Utilities Library
LightTools Utilities
Utilities are programs supplied with LightTools that Perform common tasks, e.g.
Entering standard sources as ray data sets, physical models, or apodization files
Changing surface properties
Automate application-specific tasks, e.g. Generate complex geometry for backlights Analyze receiver data against SAE standards
Manage files Convert macros from old .ltb format to Visual BASIC Perform disc cleanup of .ltr and .log files
Use the JumpStart routines Source code is supplied Excellent examples for learning to write your own macros
Found under Tools > Utility Library
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LightTools Utility Library
Description of selected program
Utility category
Specific programs
Start program
Expand/collapseprogram list
Favorite utilities
Using the Utility Library
• The Utility Library is a separate program from LightTools
– It opens a separate task window
– It uses the COM interface to interact with LightTools
• Programs are organized in general categories
– Explore the list; it will keep growing
• User “favorites” can be attached to the LTU buttons below the
menu bar.
– Use “Set” button, then assign a utility to each button.
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Workshop 8-1: Complete LED Model
• We will create a T1-3/4 (5 mm) GaAlAs Light Emitting Diode (LED)
complete with the physical structure and appropriate spectrum.
• Create an appropriate source spectrum
– LED’s typically have a narrow spectral distribution. For AlGaAs, this is
peaked at 660 nm, and has a 20 nm half-width
– Using the Source Spectrum utility
• Create and save an appropriate Gaussian spectrum for this LED
(settings shown on next page)
• With the User Preferences for the Default Spectral Range, load this
spectral region. New sources will be created with this spectral region.
Workshop 8-1: Complete LED Model (2)
1. Enter name for saved spectrum
2. Enter Peak Wavelength (660), Full width (20), then Make Gaussian Spectral File
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!
Workshop 8-1: Complete LED Model (3)
Create the physical
structure
Use the Light Emitting
Diode (LED) utility to
create the physical
structure of the LED.
Accept the default values
for all parameters.
!%
Workshop 8-1: Complete LED Model (4)
• Run an illumination simulation with 50,000 rays.
• Using the Spectrum Viewer utility (found under Misc.), plot the spectrum at the far field receiver. – On Receiver tab, select “Initiate/Update”– Press “Get Data”. Note the progress update shown in the bottom of
the window. – View the receiver spectrum by pressing “Re-Bin + Replot”
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Q & A
• If you have any further questions, please contact us.– [email protected]– [email protected]– [email protected]