• Title/Summary/Keyword: Lambertian Scattering

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Construction of 3D Earth Optical Model for Earth Remote Sensing (Amon-Ra) Instrument at L1 Halo Orbit

  • Ryu, Dong-Ok;Seong, Se-Hyun;Hong, Jin-Suk;Kim, Sug-Whan
    • Bulletin of the Korean Space Science Society
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    • 2011.04a
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    • pp.30.1-30.1
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    • 2011
  • We present construction of 3D Earth optical Model for in-orbit performance prediction of L1 halo orbiting earth remote sensing instrument; the Albedo Monitor and Radiometer (Amon-Ra) using Integrated Ray Tracing (IRT) computational technique. The 3 components are defined in IRT; 1) Sun model, 2) Earth system model (Atmosphere, Land and Ocean), 3)Amon-Ra Instrument model. In this report, constructed sun model has Lambertian scattering hemisphere structure. The atmosphere is composed of 16 distributed structures and each optical model includes scatter model with both reflecting and transmitting direction respond to 5 deg. intervals of azimuth and zenith angles. Land structure model uses coastline and 5 kinds of vegetation distribution data structure, and its non-Lambertian scattering is defined with the semi-empirical "parametric kernel method" used for MODIS (NASA) missions. The ocean model includes sea ice cap with the sea ice area data from NOAA, and sea water optical model which is considering non-Lambertian sun-glint scattering. The IRT computation demonstrate that the designed Amon-Ra optical system satisfies the imaging and radiometric performance requirement. The technical details of the 3D Earth Model, IRT model construction and its computation results are presented together with future-works.

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3-D Optical Earth System Model Construction and Disk Averaged Spectral Simulation for Habitable Earth-like Exoplanet

  • Ryu, Dong-Ok;Kim, Sug-Whan
    • The Bulletin of The Korean Astronomical Society
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    • v.36 no.1
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    • pp.27.2-27.2
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    • 2011
  • The Kepler(NASA) and CoRoT(ESA) space telescopes are surveying thousands of exoplanet for finding Earth-like exoplanets with similar environments of the Earth. Then the TPF(NASA), DARWIN(ESA) and many large-aperture ground telescopes have plan for spectroscopic observations of these earth-like exoplanets in next decades. Now, it has been started to simulate the disk averaged spectra of the earthlike exoplanets for comparing the observed spectra and suggesting solutions of environment of these planets. Previous research, the simulations are based on radiative transfer method, but these are limited by optical models of Earth system and instruments. We introduce a new simulation method, IRT(Integrated Ray Tracing) to overcome limitations of previous method. The 3 components are defined in IRT; 1)Sun model, 2)Earth system model (Atmosphere, Land and Ocean), 3)Instrument model. The ray tracing in IRT is simulated in composed 3D real scale space from inside the sun model to the detector of instrument. The Sun model has hemisphere structure with Lambertian scattering optical model. Atmosphere is composed of 16 distributed structures and each optical model includes BSDF with using 6SV radiative transfer code. Coastline and 5 kinds of vegetation distribution data are used to land model structure, and its non-Lambertian scattering optical model is defined with the semi-empirical "parametric kernel method" used for MODIS(NASA) and POLDER(CNES) missions. The ocean model includes sea ice cap structure with the monthly sea ice area variation, and sea water optical model which is considering non-lambertian sun-glint scattering. Computation of spectral imaging and radiative transfer performance of Earth system model is tested with hypothetical space instrument in IRT model. Then we calculated the disk averaged spectra of the Earth system model in IRT computation model for 8 cases; 4 viewing orientation cases with full illuminated phase, and 4 illuminated phase cases in a viewing orientation. Finally the DAS results are compared with previous researching results of radiative transfer method.

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Indirect estimation of the reflection distribution function of the scattering dot patterns on a light guide plate for edge-lit LED backlight applications

  • Jeong, Su-Seong;Jeong, Yong-Woong;Park, Min-Woo;Kim, Su-Jin;Kim, Jae-Hyun;Ko, Jae-Hyeon
    • Journal of Information Display
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    • v.12 no.4
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    • pp.167-171
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    • 2011
  • The angular distribution of the luminance on each optical component of 40-inch light-emitting diode backlight was measured and studied, using the optical-simulation method. Several scattering functions were investigated as the reflection distribution function of the scattering dots printed on the bottom surface of the light guide plate (LGP). It was found that both the diffuse Lambertian and near-specular Gaussian scattering functions were necessary for the successful reproduction of the experimental angular distribution of the luminance. The optimization of the scattering parameters included in these scattering functions led to almost the same luminance distribution as that obtained from the experiment. This approach may be an effective way of indirectly estimating the reflection distribution function of the scattering dots of the LGP, which cannot be made accessible through any other experimental method.

Real scale lunar apparent albedo and moonshine simulation with improved 3D lunar optical model with Apollo 10084 soil sample

  • Yu, Jinhee;Kim, Sug-Whan
    • The Bulletin of The Korean Astronomical Society
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    • v.37 no.2
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    • pp.210.2-210.2
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    • 2012
  • Using Fresnel reflection and Hapke BRDF model with Apollo 10084 soil sample's scattering properties, we constructed a real scale optical lunar model and used it to simulate lunar apparent albedo and moonshine. For Fresnel reflection, the refractive index of $1.68{\pm}0.5$ was used. For Hapke BRDF parameters from BUGs BRDF measurement, the single scattering with w=0.33, hot spot width h=0.017, average phase angle ${\zeta}$=-0.086 and Legendre polynomial coefficients b=0.308, c=0.425 in wavelength 700nm with two types of Henyey-Greenstein phase function was applied. The computation model includes the Sun as a Lambertian scattering sphere, emitting 1.5078 W/m2 at 700nm in wavelength. The Sun and Moon models were then imported into the IRT based radiative transfer computation. The trial simulation of the irradiance levels of moonshine lights shows that they agree well with the ROLO measurement data. We then estimate the lunar apparent albedo to 0.11. The results are to be compared with the measurement data.

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Phase dependent disk averaged spectra and light curve of the Earth as an habitable exoplanet : Ray-tracing based simulation using 3D optical earth system model

  • Ryu, Dongok;Kim, Sug-Whan;Seong, Sehyun
    • The Bulletin of The Korean Astronomical Society
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    • v.37 no.2
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    • pp.108.1-108.1
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    • 2012
  • Previously we introduced ray-tracing based 3D optical earth system model for specular and scattering properties of all components of the system (i.e. clear-sky atmosphere, land surfaces and an ocean surface). In this study, we enhanced 3-dimensional atmospheric structure with vertical atmospheric profiles for multiple layer and cloud layers using Lambertian and Mie theory. Then the phase dependent disk averaged spectra are calculated. The main results, simulated phase dependent disk averaged spectra and light curves, are compared with the 7 bands(300~1000nm) light curves data of the Earth obtained from High Resolution Instrument(HRI) in Deep Impact spacecraft during Earth flyby in 2008. We note that the results are comparable with the observation.

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Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

Study on the Optimization of the Optical Structure of Lenticular-Lens Films for LCD Backlight Applications (LCD 백라이트용 렌티큘라 렌즈필름의 광구조 최적화에 관한 연구)

  • Seo, Jae-Seok;Ko, Jae-Hyeon
    • Korean Journal of Optics and Photonics
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    • v.22 no.6
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    • pp.247-255
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    • 2011
  • The optical performance of LLF(Lenticular Lens Film)-based backlight was studied by using optical simulation as functions of the aspect ratio and the refractive index of lenticular lenses. In order to perform reliable simulation, the BSDF(bi-directional scattering distribution function) of the scattering dots on the bottom surface of the light guide plate was obtained as a superposition of the Lambertian and the elliptic Gaussian distribution components by comparing the experimental results and the simulation for the luminance distribution on the light guide. Based on this approach, an appropriate BSDF of the scattering dots of the light guide was constructed. The resultant values of the optimized aspect ratio and the refractive were found to be 1.25 and 1.65, respectively. In spite of the hybrid aspects of LLF incorporating both diffusing and collimating functions, the optical performance, in particular the on-axis luminance of LLF-based backlight was inferior by about 20% compared to that of conventional backlights adopting one prism film. However, the combination of two lenticular lens films resulted in comparable luminance gain as well as smooth decrease in the luminance with the viewing angle without exhibiting any side lobes.

On-orbit test simulation for field angle dependent response measurement of the Amon-Ra energy channel instrument

  • Seong, Sehyun;Kim, Sug-Whan;Ryu, Dongok;Hong, Jinsuk;Lockwood, Mike
    • The Bulletin of The Korean Astronomical Society
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    • v.37 no.2
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    • pp.211.1-211.1
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    • 2012
  • The on-orbit test simulation for predicting the instrument directional responsivity was conducted by the Monte Carlo based integrated ray tracing (IRT) computation technique and analytic flux-to-signal conversion algorithms. For the on-orbit test simulation, the Sun model consists of the Lambertian scattering sphere and emitting spheroid rays, the Amon-Ra instrument is a two-channel including a broadband scanning radiometer (energy channel) and an imager with ${\pm}2^{\circ}$ FOV (visible channel). The solar radiation produced by the Sun model is directed to the instrument viewing port and traced through the dual channel optical train. The instrument model is rotated on its rotation axis and this gives a slow scan of the Sun model over the full field of view. The direction of the incident lights are fed with scanned images obtained from the visible channel instrument. The instrument responsivity was computed by the ratio of the incident radiation input to the instrument output. In the radiometric simulation, especially, measured BRDF of the 3D CPC was used for scattering effects on radiometry. With diamond turned 3D CPC inner surface, the anisotropic surface scattering model from the measured data was applied to ray tracing computation. The technical details of the on-orbit test simulation are presented together with field-of-view calibration plan.

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A Study for Stray Light Distribution of Mobile Phone Camera Consisting of Two Aspheric Lenses (2매 비구면 렌즈로 구성된 폰 카메라에서 미광 분포에 대한 연구)

  • Park, Kwang-Woo;Lee, Jong-Ung
    • Korean Journal of Optics and Photonics
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    • v.20 no.1
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    • pp.6-15
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    • 2009
  • A mobile phone camera consisting of two aspheric lenses is designed, and stray light distribution on the image plane is analyzed. We assume that most of the incident light is absorbed on the inner surfaces of the lens barrel and spacers, only a small fraction of the light is scattered uniformly. Assuming that 10% of the incident light is scattered on the barrel and spacers, the maximum value of stray light is 7.1% of the ideal image intensity. The result of analysis shows that stray light originated mostly from internal reflection on the ribs. The contributions of scattering by the barrel and spacers are relatively small. To reduce the internal reflection, thin absorbing plates are inserted between lenses, and the shapes of spacers are modified. After the redesigning of the lens barrel, the maximum value of stray light is reduced to 1.1% of the ideal image intensity.

Fabrication of 3D Micro Structure by Dual Diffuser Lithography (듀얼 디퓨저 리소그래피를 이용한 3 차원 마이크로 구조의 제작)

  • Han, Dong-Ho;Hafeez, Hassan;Ryu, Heon-Yul;Cho, Si-Hyeong;Park, Jin-Goo
    • Korean Journal of Materials Research
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    • v.23 no.8
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    • pp.447-452
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    • 2013
  • Recently, products that a have 3-dimensional(3D) micro structure have been in wide use. To fabricate these 3D micro structures, several methods, such as stereo lithography, reflow process, and diffuser lithography, have been used. However, these methods are either very complicated, have limitations in terms of patterns dimensions or need expensive components. To overcome these limitations, we fabricated various 3D micro structures in one step using a pair of diffusers that diffract the incident beam of UV light at wide angles. In the experiment, we used positive photoresist to coat the Si substrate. A pair of diffusers(ground glass diffuser, opal glass diffuser) with Gaussian and Lambertian scattering was placed above the photomask in the passage of UV light in the photolithography equipment. The incident rays of UV light diffracted twice at wider angles while passing through the diffusers. After exposure, the photoresist was developed fabricating the desired 3D micro structure. These micro structures were analyzed using FE-SEM and 3D-profiler data. As a result, this dual diffuser lithography(DDL) technique enabled us to fabricate various microstructures with different dimensions by just changing the combination of diffusers, making this technology an efficient alternative to other complex techniques.