Polarisation IDL & openGL [message #37641] |
Tue, 13 January 2004 15:02 |
nasalmon
Messages: 33 Registered: August 2003
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To reproduce reality in graphics more accurately it would be necessary
assimilate the effects of polarisation for reflecting surfaces.
Specular reflection at a plane suface is described by two
polarisations, one with an electric vector parallel and the other
perpendicular to the plane of incidence. Furthermore, as the angle of
incidence varies, the reflection coefficient varies differently for
the two polarisations, becoming unity as a 90 degree angle of
incidence is reached. This behaviour is described mathematically by
the Fresnel equations, the two variables being the angle of incidence
and the refractive index of the material.
Is there a simple way that IDL or openGL can handle the two
polarisations? Mathematically, this gets a little complicated, as
general radiation is partially polarised and therefore a correct
description of polarimetric reflection needs to resolve the incident
radiation into perpendicular and parallel components and then combine
after reflection. If this were handled generally in IDL or openGL
Object Graphics it could make programming this easier. Can this
already be done, or are there any plans for this?
many thanks,
Neil
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