872 research outputs found

    Optical scatter of quantum noise filter cavity optics

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    Optical cavities to filter squeezed light for quantum noise reduction require optics with very low scattering losses. We report on measured light scattering from two super-polished fused silica optics before and after applying highly-reflective ion-beam sputtered dielectric coatings. We used an imaging scatterometer that illuminates the sample with a linearly polarized 1064 nm wavelength laser at a fixed angle of incidence and records images of back scatter for azimuthal angles in the plane of the laser beam. We extract from these images the bidirectional reflectance distribution function (BRDF) of the optics with and without coating and estimate their integrated scatter. We find that application of these coatings led to a more than 50% increase of the integrated wide-angle scatter, to 5.00+/-0.30 and 3.38+/-0.20 ppm for the two coated samples. In addition, the BRDF function of the coated optics takes on a pattern of maxima versus azimuthal angle. We compare with a scattering model to show that this is qualitatively consistent with roughness scattering from the coating layer interfaces. These results are part of a broader study to understand and minimize optical loss in quantum noise filter cavities for interferometric gravitational-wave detectors. The scattering measured for these samples is acceptable for the 16 m long filter cavities envisioned for the Laser Interferometer Gravitational-wave Observatory (LIGO), though reducing the loss further would improve LIGO's quantum-noise limited performance.Comment: 10 pages, 3 figure

    Effects of Highlights on Gloss Perception

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    The perception of a glossy surface in a static monochromatic image can occur when a bright highlight is embedded in a compatible context of shading and a bounding contour. Some images naturally give rise to the impression that a surface has a uniform reflectance, characteristic of a shiny object, even though the highlight may only cover a small portion of the surface. Nonetheless, an observer may adopt an attitude of scrutiny in viewing a glossy surface, whereby the impression of gloss is partial and nonuniform at image regions outside of a higlight. Using a rating scale and small probe points to indicate image locations, differential perception of gloss within a single object is investigate in the present study. Observers' gloss ratings are not uniform across the surface, but decrease as a function of distance from highlight. When, by design, the distance from a highlight is uncoupled from the luminance value at corresponding probe points, the decrease in rated gloss correlates more with the distance than with the luminance change. Experiments also indicate that gloss ratings change as a function of estimated surface distance, rather than as a function of image distance. Surface continuity affects gloss ratings, suggesting that apprehension of 3D surface structure is crucial for gloss perception.Air Force Office of Scientific Research (F49620-98-1-0108), Defense Advanced Research Projects Agency and the Office of Naval Research (N00014-95-1-0409), National Science Foundation (IIS-97-20333); Office of Naval Research (N00014-95-1-0657, N00014-01-1-0624); Whitaker Foundation (RG-99-0186

    BRDF measurements of sunshield and baffle materials for the IRAS telescope

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    Measurements of the far-infrared bidirectional reflectance distribution functions (BRDF) of four samples of Martin Black coating and one sample of gold coated aluminum from the telescope to be flown on the Infrared Astronomy Satellite (IRAS) are presented. At incidence angles near 35 deg Martin Black is a diffuse reflector at wavelengths as long as 36 microns. The gold coated aluminum sample from the IRAS sunshield has a visible grain which causes a strong diffraction enhancement of the BRDF at large nonspecular angles. This enhancement from the sunshield will increase the stray light level inside the telescope

    Linear Efficient Antialiased Displacement and Reflectance Mapping

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    International audienceWe present Linear Efficient Antialiased Displacement and Reflectance (LEADR) mapping, a reflectance filtering technique for displacement mapped surfaces. Similarly to LEAN mapping, it employs two mipmapped texture maps, which store the first two moments of the displacement gradients. During rendering, the projection of this data over a pixel is used to compute a noncentered anisotropic Beckmann distribution using only simple, linear filtering operations. The distribution is then injected in a new, physically based, rough surface microfacet BRDF model, that includes masking and shadowing effects for both diffuse and specular reflection under directional, point, and environment lighting. Furthermore, our method is compatible with animation and deformation, making it extremely general and flexible. Combined with an adaptive meshing scheme, LEADR mapping provides the very first seamless and hardware-accelerated multi-resolution representation for surfaces. In order to demonstrate its effectiveness, we render highly detailed production models in real time on a commodity GPU, with quality matching supersampled ground-truth images

    The AXAF technology program: The optical flats tests

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    The results of a technology program aimed at determining the limits of surface polishing for reflecting X-ray telescopes is presented. This program is part of the major task of developing the Advanced X-ray Astrophysical Facility (AXAF). By studying the optical properties of state-of-the-art polished flat surfaces, conclusions were drawn as to the potential capability of AXAF. Surface microtopography of the flats as well as their figure are studied by X-ray, visual, and mechanical techniques. These techniques and their results are described. The employed polishing techniques are more than adequate for the specifications of the AXAF mirrors

    Improving Shape Depiction under Arbitrary Rendering

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    International audienceBased on the observation that shading conveys shape information through intensity gradients, we present a new technique called Radiance Scaling that modifies the classical shading equations to offer versatile shape depiction functionalities. It works by scaling reflected light intensities depending on both surface curvature and material characteristics. As a result, diffuse shading or highlight variations become correlated to surface feature variations, enhancing concavities and convexities. The first advantage of such an approach is that it produces satisfying results with any kind of material for direct and global illumination: we demonstrate results obtained with Phong and Ashikmin-Shirley BRDFs, Cartoon shading, sub-Lambertian materials, perfectly reflective or refractive objects. Another advantage is that there is no restriction to the choice of lighting environment: it works with a single light, area lights, and inter-reflections. Third, it may be adapted to enhance surface shape through the use of precomputed radiance data such as Ambient Occlusion, Prefiltered Environment Maps or Lit Spheres. Finally, our approach works in real-time on modern graphics hardware making it suitable for any interactive 3D visualization

    A Framework for Orbital Performance Evaluation in Distributed Space Missions for Earth Observation

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    Distributed Space Missions (DSMs) are gaining momentum in their application to earth science missions owing to their unique ability to increase observation sampling in spatial, spectral and temporal dimensions simultaneously. DSM architectures have a large number of design variables and since they are expected to increase mission flexibility, scalability, evolvability and robustness, their design is a complex problem with many variables and objectives affecting performance. There are very few open-access tools available to explore the tradespace of variables which allow performance assessment and are easy to plug into science goals, and therefore select the most optimal design. This paper presents a software tool developed on the MATLAB engine interfacing with STK, for DSM orbit design and selection. It is capable of generating thousands of homogeneous constellation or formation flight architectures based on pre-defined design variable ranges and sizing those architectures in terms of predefined performance metrics. The metrics can be input into observing system simulation experiments, as available from the science teams, allowing dynamic coupling of science and engineering designs. Design variables include but are not restricted to constellation type, formation flight type, FOV of instrument, altitude and inclination of chief orbits, differential orbital elements, leader satellites, latitudes or regions of interest, planes and satellite numbers. Intermediate performance metrics include angular coverage, number of accesses, revisit coverage, access deterioration over time at every point of the Earth's grid. The orbit design process can be streamlined and variables more bounded along the way, owing to the availability of low fidelity and low complexity models such as corrected HCW equations up to high precision STK models with J2 and drag. The tool can thus help any scientist or program manager select pre-Phase A, Pareto optimal DSM designs for a variety of science goals without having to delve into the details of the engineering design process

    Frequency Based Radiance Cache for Rendering Animations

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    International audienceWe propose a method to render animation sequences with direct distant lighting that only shades a fraction of the total pixels. We leverage frequency-based analyses of light transport to determine shading and image sampling rates across an animation using a samples cache. To do so, we derive frequency bandwidths that account for the complexity of distant lights, visibility, BRDF, and temporal coherence during animation. We finaly apply a cross-bilateral filter when rendering our final images from sparse sets of shading points placed according to our frequency-based oracles (generally < 25% of the pixels, per frame)

    A Similarity Measure for Material Appearance

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    We present a model to measure the similarity in appearance between different materials, which correlates with human similarity judgments. We first create a database of 9,000 rendered images depicting objects with varying materials, shape and illumination. We then gather data on perceived similarity from crowdsourced experiments; our analysis of over 114,840 answers suggests that indeed a shared perception of appearance similarity exists. We feed this data to a deep learning architecture with a novel loss function, which learns a feature space for materials that correlates with such perceived appearance similarity. Our evaluation shows that our model outperforms existing metrics. Last, we demonstrate several applications enabled by our metric, including appearance-based search for material suggestions, database visualization, clustering and summarization, and gamut mapping.Comment: 12 pages, 17 figure
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