Optical space

Last updated

Optical spaces are mathematical coordinate systems that facilitate the modelling of optical systems as mathematical transformations. An optical space is a mathematical coordinate system such as a Cartesian coordinate system associated with a refractive index. The analysis of optical systems is greatly simplified by the use of optical spaces which enable designers to place the origin of a coordinate system at any of several convenient locations. In the design of optical systems two optical spaces, object space and image space, are always employed. Additional intermediate spaces are often used as well.

Optical spaces extend to infinity in all directions. The object space does not exist only on the "input" side of the system, nor the image space only on the "output" side. Spaces in this sense can be considered points of view. All optical spaces thus overlap completely to infinity in all directions. Typically, the origin and at least some of the coordinate axes of each space are different, providing different perspectives to the designer. It may not be possible to discern from an illustration to which space a point, ray, or plane belongs unless some convention is adopted. A common convention uses capital letters like X, Y, or Z to label points and lower case letters like a, b, and c to indicate distances. Unprimed letters like t or v indicate object space and primed letters like t′ or v′ indicate image space. Intermediate spaces are indicated by additional primes such as r″, z″, or q″. The same letter is used to indicate points or distances that share a conjugate relationship. The only exception is the use of F and F′ to indicate respectively object and image space focal points (which are not conjugate). The term "object point" does not necessarily refer to a point on a specific object but rather to a point in object space; similarly for "image point".

One may wonder how an object point can exist on the "output" side of an optical system or conversely how an image point could be located on the "input" side of an optical system. The answer in both cases is that the points are virtual; they do not physically exist. Optical spaces are divided into real and virtual parts. Thus, an object point on the "output" side of the system is in the virtual part of object space and is referred to as a virtual object point. Object points on the "input" side are in the real part of object space and are real object points. The situation is reversed for image points.

It is common practice to designate the horizontal axis of an optical space as the z-axis with the positive direction left to right. Similarly, the y-axis is vertical with the positive direction upward.

Related Research Articles

Cartesian coordinate system Coordinate system

A Cartesian coordinate system is a coordinate system that specifies each point uniquely in a plane by a set of numerical coordinates, which are the signed distances to the point from two fixed perpendicular oriented lines, measured in the same unit of length. Each reference line is called a coordinate axis or just axis of the system, and the point where they meet is its origin, at ordered pair (0, 0). The coordinates can also be defined as the positions of the perpendicular projections of the point onto the two axes, expressed as signed distances from the origin.

Lens Optical device which transmits and refracts light

A lens is a transmissive optical device that focuses or disperses a light beam by means of refraction. A simple lens consists of a single piece of transparent material, while a compound lens consists of several simple lenses (elements), usually arranged along a common axis. Lenses are made from materials such as glass or plastic, and are ground and polished or molded to a desired shape. A lens can focus light to form an image, unlike a prism, which refracts light without focusing. Devices that similarly focus or disperse waves and radiation other than visible light are also called lenses, such as microwave lenses, electron lenses, acoustic lenses, or explosive lenses.

2D computer graphics graphics that use a two-dimensional representation of geometric data

2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models and by techniques specific to them. The word may stand for the branch of computer science that comprises such techniques or for the models themselves.

In mathematics, a singularity is in general a point at which a given mathematical object is not defined, or a point where the mathematical object ceases to be well-behaved in some particular way, such as the lack of differentiability or analyticity.

Coordinate system System for determining the position of a point by a tuple of scalars

In geometry, a coordinate system is a system that uses one or more numbers, or coordinates, to uniquely determine the position of the points or other geometric elements on a manifold such as Euclidean space. The order of the coordinates is significant, and they are sometimes identified by their position in an ordered tuple and sometimes by a letter, as in "the x-coordinate". The coordinates are taken to be real numbers in elementary mathematics, but may be complex numbers or elements of a more abstract system such as a commutative ring. The use of a coordinate system allows problems in geometry to be translated into problems about numbers and vice versa; this is the basis of analytic geometry.

Mirror image (in a plane mirror) reflected duplication of an object that appears almost identical, but is reversed in the direction perpendicular to the mirror surface

A mirror image is a reflected duplication of an object that appears almost identical, but is reversed in the direction perpendicular to the mirror surface. As an optical effect it results from reflection off of substances such as a mirror or water. It is also a concept in geometry and can be used as a conceptualization process for 3-D structures.

Complex plane Geometric representation of the complex numbers

In mathematics, the complex plane or z-plane is a geometric representation of the complex numbers established by the real axis and the perpendicular imaginary axis. It can be thought of as a modified Cartesian plane, with the real part of a complex number represented by a displacement along the x-axis, and the imaginary part by a displacement along the y-axis.

Fourier optics is the study of classical optics using Fourier transforms (FTs), in which the waveform being considered is regarded as made up of a combination, or superposition, of plane waves. It has some parallels to the Huygens–Fresnel principle, in which the wavefront is regarded as being made up of a combination of spherical wavefronts whose sum is the wavefront being studied. A key difference is that Fourier optics considers the plane waves to be natural modes of the propagation medium, as opposed to Huygens–Fresnel, where the spherical waves originate in the physical medium.

3D projection methods in computer graphics to project three-dimensional objects onto a plane by means of numerical calculations

A 3Dprojection, is a design technique used to display a three-dimensional (3D) object on a two-dimensional (2D) surface. These projections rely on visual perspective and aspect analysis to project a complex object for viewing capability on a simpler plane.

Vanishing point Aspect of perspective drawing

A vanishing point is a point on the image plane of a perspective drawing where the two-dimensional perspective projections of mutually parallel lines in three-dimensional space appear to converge. When the set of parallel lines is perpendicular to a picture plane, the construction is known as one-point perspective, and their vanishing point corresponds to the oculus, or "eye point", from which the image should be viewed for correct perspective geometry. Traditional linear drawings use objects with one to three sets of parallels, defining one to three vanishing points.

Point spread function

The point spread function (PSF) describes the response of an imaging system to a point source or point object. A more general term for the PSF is a system's impulse response, the PSF being the impulse response of a focused optical system. The PSF in many contexts can be thought of as the extended blob in an image that represents a single point object. In functional terms, it is the spatial domain version of the optical transfer function of the imaging system. It is a useful concept in Fourier optics, astronomical imaging, medical imaging, electron microscopy and other imaging techniques such as 3D microscopy and fluorescence microscopy.

In computer graphics, a computer graphics pipeline, rendering pipeline or simply graphics pipeline, is a conceptual model that describes what steps a graphics system needs to perform to render a 3D scene to a 2D screen. Once a 3D model has been created, for instance in a video game or any other 3D computer animation, the graphics pipeline is the process of turning that 3D model into what the computer displays.   Because the steps required for this operation depend on the software and hardware used and the desired display characteristics, there is no universal graphics pipeline suitable for all cases. However, graphics application programming interfaces (APIs) such as Direct3D and OpenGL were created to unify similar steps and to control the graphics pipeline of a given hardware accelerator. These APIs abstract the underlying hardware and keep the programmer away from writing code to manipulate the graphics hardware accelerators.

Real-time computer graphics term

Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion.

Coordinate-measuring machine device for measuring the physical geometrical characteristics of an object

A coordinate measuring machine (CMM) is a device that measures the geometry of physical objects by sensing discrete points on the surface of the object with a probe. Various types of probes are used in CMMs, including mechanical, optical, laser, and white light. Depending on the machine, the probe position may be manually controlled by an operator or it may be computer controlled. CMMs typically specify a probe's position in terms of its displacement from a reference position in a three-dimensional Cartesian coordinate system. In addition to moving the probe along the X, Y, and Z axes, many machines also allow the probe angle to be controlled to allow measurement of surfaces that would otherwise be unreachable.

In Gaussian optics, the cardinal points consist of three pairs of points located on the optical axis of a rotationally symmetric, focal, optical system. These are the focal points, the principal points, and the nodal points. For ideal systems, the basic imaging properties such as image size, location, and orientation are completely determined by the locations of the cardinal points; in fact only four points are necessary: the focal points and either the principal or nodal points. The only ideal system that has been achieved in practice is the plane mirror, however the cardinal points are widely used to approximate the behavior of real optical systems. Cardinal points provide a way to analytically simplify a system with many components, allowing the imaging characteristics of the system to be approximately determined with simple calculations.

Pinhole camera model

The pinhole camera model describes the mathematical relationship between the coordinates of a point in three-dimensional space and its projection onto the image plane of an ideal pinhole camera, where the camera aperture is described as a point and no lenses are used to focus light. The model does not include, for example, geometric distortions or blurring of unfocused objects caused by lenses and finite sized apertures. It also does not take into account that most practical cameras have only discrete image coordinates. This means that the pinhole camera model can only be used as a first order approximation of the mapping from a 3D scene to a 2D image. Its validity depends on the quality of the camera and, in general, decreases from the center of the image to the edges as lens distortion effects increase.

3D reconstruction reconscruction

In computer vision and computer graphics, 3D reconstruction is the process of capturing the shape and appearance of real objects. This process can be accomplished either by active or passive methods. If the model is allowed to change its shape in time, this is referred to as non-rigid or spatio-temporal reconstruction.

Conic section Curve obtained by intersecting a cone and a plane

In mathematics, a conic section is a curve obtained as the intersection of the surface of a cone with a plane. The three types of conic section are the hyperbola, the parabola, and the ellipse; the circle is a special case of the ellipse, though historically it was sometimes called a fourth type. The ancient Greek mathematicians studied conic sections, culminating around 200 BC with Apollonius of Perga's systematic work on their properties.

In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.

Finger tracking

In the field of gesture recognition and image processing, finger tracking is a high-resolution technique developed in 1969 that is employed to know the consecutive position of the fingers of the user and hence represent objects in 3D. In addition to that, the finger tracking technique is used as a tool of the computer, acting as an external device in our computer, similar to a keyboard and a mouse.