Ficheru:Prisms with high and low dispersion.png

Ficheru orixinal(1600 × 2440 píxels, tamañu de ficheru: 850 kB, triba MIME: image/png)

Esti ficheru ye de Wikimedia Commons y puen usalu otros proyeutos. La descripción de la páxina de descripción del ficheru s'amuesa darréu.

Resume

Español: Dispersión de la luz en dos prismas de distinto material.

Two pictures of optical prisms; one (above) with a high degree of optical dispersion, and one (below) with a low dispersion. For each image, a different setting of the "Disp" variable in the code below to have each image show a different amount of optical dispersion.

Simulated using computer graphics, rendered using the Persistence of Vision Raytracer (POV-Ray). Everything made from scratch by Peo, originally for use in a few articles in danish Wikipedia.

 
Esta imagen fue creada con POV-Ray.
Yo, el titular de los drechos d'autor d'esta obra, la espublizo baxo les siguientes llicencies:
GNU head Autorízase la copia, distribución y/o cambéu d'esti documentu baxo los términos de la Llicencia de documentación llibre GNU, versión 1.2 o cualesquier otra que nel futuru espublice la Free Software Foundation; ensin seiciones invariables, testos de portada, nin testos de contraportada. S'inclúi una copia de la llicencia na seición titulada GNU Free Documentation License.
w:es:Creative Commons
reconocimientu compartir igual
Esti ficheru ta disponible baxo la llicencia Creative Commons Reconocimientu-Compartir igual 3.0 xenérica.
Ye llibre:
  • pa compartir – pa copiar, distribuir y comunicar públicamente la obra
  • pa remezclar – p'adautar la obra
Baxo les condiciones siguientes:
  • reconocimientu – Tienes de dar el créitu apropiáu, apurrir un enllaz a la llicencia ya indicar si realizasti dalgún cambéu. Puedes faelo de cualquier mou razonable ,pero non de manera que suxera l'encontu del autor pa ti o pal usu que faigas.
  • compartir igual – Si entemeces, tresformes o te bases nesti material, tienes de distribuir les tos contribuciones baxo la mesma llicencia o una compatible cola orixinal.
Esta etiqueta de llicencia s'amestó a esti ficheru como parte del anovamientu de la llicencia GFDL.
Pues seleicionar la llicencia que prefieras.

The code below was used to render each prism, and the two images was subsequently merged into this image in a photomanipulation application.

 global_settings {
     max_trace_level 64
     max_intersections 1000
 }
 
 // "Disp" variable: Amount of dispersion: Looks reasonable 
 // from 2 (less) thru 6 (more dispersion), including both:
 #declare Disp=6;
 
 light_source {<-100,50,-30> color rgb .3}
 light_source {<-150,120,-100> color rgb .3}
 
 camera {
     location <-4,5,-9>
     look_at <3,-2,0>    
     angle 60    
     }
 
 #local L1a = tan(Disp/180*pi);
 #local L1b = 1.05+L1a*1.13;
 
 #local L2a = -tan(Disp/180*pi);
 #local L2b = .739+L2a*1.308;
 
 #local SPLx = (L2b-L1b)/(L1a-L2a);  // Center of radial rainbow pattern in the part of
 #local SPLy = L1a*SPLx+L1b;         // the light beam that's inside the prism.
 
 #local TOPx = (3-L1b)/(L1a+1.73205087569);
 #local TOPy = L1a*TOPx+L1b;
 
 #local BOTx = (3-L2b)/(L2a+1.73205087569);
 #local BOTy = L2a*BOTx+L2b;
 
 #local TOPa = tan(radians(2*Disp-30));
 #local TOPb = TOPy-TOPa*TOPx;

 #local BOTa = tan(radians(-2*Disp-30));
 #local BOTb = BOTy-BOTa*BOTx;

 #local OUTx = (BOTb-TOPb)/(TOPa-BOTa);
 #local OUTy = BOTa*OUTx+BOTb;
 
 #local txtOff=texture {pigment {color rgb 1}} // Texture for unlit walls
 
 #local txtFLT=texture {pigment {  // Radial pattern to fake the "rainbow-
         radial                    // illuminated" part of the wall and floor.
         color_map {
             [0.00 color rgb <.7,(1-Disp/10),1>]           // Colors vary from all white
             [0.20 color rgb <(1-Disp/10),(1-Disp/10),1>]  // to the rainbow of saturated
             [0.40 color rgb <(1-Disp/10),1,1>]            // colors, depending on "Disp"
             [0.60 color rgb <(1-Disp/10),1,(1-Disp/10)>]  // setting.
             [0.80 color rgb <1,1,(1-Disp/10)>]
             [1.00 color rgb <1,(1-Disp/10),(1-Disp/10)>]
             }                                                  
         frequency int(90/Disp+.5) // Agular width - causes discrete intervals in width!
     } finish {ambient .4}}
 
 #local txtSTR=texture { // This texture encloses the above, "ranbow-illuminated"
     radial              // texture with zones at the red and purple ends where the
     texture_map {       // rainbow "fades out" into the invisible, and thus appa-
         [0.00 txtOff]   // rently unlit parts of the floor and walls.
         [0.01 txtFLT]
         [Disp/90-.01 txtFLT]
         [Disp/90 txtOff]
         [1.00 txtOff]
         }
     rotate <90,0,-30-2*Disp>
     translate <OUTx,OUTy,0>
     }
 
 union {   // The floor and walls in the scenery:
     plane {<0,1,0>,-3.001}  // Floor
     plane {<-1,0,0>,-10}    // Wall struck by colored light
     plane {<0,0,-1>,-15}    // Unlit wall in the background
     texture {               // This texture is the rainbow band in txtSTR inside a
         gradient z          // small strip along the triangular surfaces of the
         texture_map {       // prism, surrounded by zones where the light fades out
             [0.000 txtOff]  // into the dark gray, "unlit" texture.
             [0.004 txtSTR]
             [0.016 txtSTR]
             [0.020 txtOff]
             [1.000 txtOff]
             }
         translate <0,0,-.01>
         scale <1,1,200>
         }
     }    
 
 difference {  // The prism itself
     box {<-10,-3,-2>,<10,3,2>}              // Shape made from a box, "cut" into
     plane {<0,-1,0>,-1.5 rotate <0,0,60>}   // shape using two planes at 60* angles.
     plane {<0,-1,0>,-1.5 rotate <0,0,-60>}
     hollow on                                 // Media stuff: The prism has an index
     pigment {color rgbt <.8,1,.9,.7>}         // of refraction (ior) of 1.66, and
     finish {phong 1 reflection .1 ambient .3} // disperses colors according to the
     interior {ior 1.66 dispersion 1+Disp/100} // "Disp" variable.
     }
 
 difference {  // The narrow "sheet" of white light entering the prism from the left:
     box {<-10,-.1,-1.5>,<1,.1,1.5> rotate <0,0,26.099> translate <-1,1,0>}
     plane {<0,1,0>,1.5001 rotate <0,0,60>}  // Box "cut" into shape with a plane.
     hollow on               // Media stuff: The beam shape itself is invisible, but
     pigment {color rgbt 1}  // contains an emitting media, giving the beam the
     interior {              // "fuzzy", translucent look.
         media {
             intervals 10  samples 1,1  confidence 0.9  variance 1.0/128
             ratio 0.9  emission rgb .6  method 3
             }
         }
     }
 
 difference {    // Part of the light beam inside the prism:
     box {<-2,-2,-1.5>,<5,2,1.5>}                                    // Box cut to shape
     plane {<0,-1,0>,0 rotate <0,0,Disp> translate <-1.13,1.05,0>}   // with planes, ac-
     plane {<0,1,0>,0 rotate <0,0,-Disp> translate <-1.308,0.739,0>} // cording to the
     plane {<0,-1,0>,-1.499 rotate <0,0,60>}                         // "Disp" variable
     plane {<0,-1,0>,-1.499 rotate <0,0,-60>}
     hollow on                       // Media stuff: The shape itself is invisible inside
     pigment {color rgbt <1,1,1,1>}  // the prism since it has the same ior; 1.66
     finish {ambient .7}
     interior {
         ior 1.66 dispersion 1+Disp/100
         media {
             intervals 10        // number of intervals used for sampling [10]
             samples 1,1         // minimum and maximum number of samples taken per interval [1,1]
             confidence 0.9      // statistic parameter higher->better quality [0.9]
             variance 1.0/128    // statistic parameter lower->better quality [1.0/128]
             ratio 0.9           // distribution between lit and unlit areas [0.9]
             emission rgb<1,.95,.85>*.4
             method 3               // adaptive sampling
             density {
                 radial
                 color_map { // Color spectrum in the beam inside the prism:
                     [0.00 color rgb <1,(1-Disp/10),(1-Disp/10)>*(1.5-.05*Disp)]
                     [0.20 color rgb <1,1,(1-Disp/10)>          *(1.5-.05*Disp)]
                     [0.40 color rgb <(1-Disp/10),1,(1-Disp/10)>*(1.5-.05*Disp)]
                     [0.60 color rgb <(1-Disp/10),1,1>          *(1.5-.05*Disp)]
                     [0.80 color rgb <(1-Disp/10),(1-Disp/10),1>*(1.5-.05*Disp)]
                     [1.00 color rgb <1,(1-Disp/10),1>          *(1.5-.05*Disp)]
                     }
                 frequency int(180/Disp+.5)
                 rotate <-90,0,-Disp>
                 translate <SPLx,SPLy,0>
                 }
             }
         }
     }
 
 difference {  // Part of the light beam exiting at the right-hand side of the prism:
     box {<-5,-500,-1.5>,<500,5,1.5>}                                  // Box cut to sha-
     plane {<0,1,0>,1.5001 rotate <0,0,-60>}                           // pe using three
     plane {<0,-1,0>,0 rotate <0,0,2*Disp-30> translate <TOPx,TOPy,0>} // planes.
     plane {<0,1,0>,0 rotate <0,0,-2*Disp-30> translate <BOTx,BOTy,0>}
     hollow on                       // Media stuff: Like the entering beam, this one's
     pigment {color rgbt <1,1,1,1>}  // shape is invisible, but contains emitting media
     finish {ambient .7}             // showing the rainbow "band" of colors
     interior {        
         media {
             intervals 10  samples 1,1  confidence 0.9  variance 1.0/128
             ratio 0.9  emission rgb<1,.95,.85>*.4  method 3
             density {
                 radial
                 color_map { // Color spectrum in the beam leaving the prism:
                     [0.00 color rgb <1,(1-Disp/10),(1-Disp/10)>*(.4-.01*Disp)]
                     [0.20 color rgb <1,1,(1-Disp/10)>          *(.4-.01*Disp)]
                     [0.40 color rgb <(1-Disp/10),1,(1-Disp/10)>*(.4-.01*Disp)]
                     [0.60 color rgb <(1-Disp/10),1,1>          *(.4-.01*Disp)]
                     [0.80 color rgb <(1-Disp/10),(1-Disp/10),1>*(.4-.01*Disp)]
                     [1.00 color rgb <.7,(1-Disp/10),1>          *(.4-.01*Disp)]
                     }                                                  
                 frequency int(90/Disp+.5)
                 rotate <-90,0,-30-2*Disp>
                 translate <OUTx,OUTy,0>
                 }
             }
         }
     }

Pies

Añade una explicación corta acerca de lo que representa este archivo

Elementos representados en este archivo

representa a

Historial del ficheru

Calca nuna fecha/hora pa ver el ficheru como taba daquella.

Data/HoraMiniaturaDimensionesUsuariuComentariu
actual14:22 4 ago 2012Miniatura de la versión a fecha de 14:22 4 ago 20121600 × 2440 (850 kB)Mornrendered at 1600x1200
16:53 30 avi 2005Miniatura de la versión a fecha de 16:53 30 avi 2005640 × 964 (224 kB)Peo~commonswikiTwo pictures of optical prisms; one (above) with a high degree of optical dispersion, and one (below) with a low dispersion. Simulated using computer graphics, rendered using the Persistence of Vision Raytracer. Everything made from scratch by [[User:Peo

Les páxines siguientes usen esti ficheru:

Usu global del ficheru

Estes otres wikis usen esti ficheru:

Metadatos