source: trunk/Mars/msimreflector/MOptics.cc@ 20003

Last change on this file since 20003 was 19637, checked in by tbretz, 5 years ago
Added the possibility to turn off Fresnel reflection and added some comments.
File size: 10.6 KB
Line 
1/* ======================================================================== *\
2!
3! *
4! * This file is part of CheObs, the Modular Analysis and Reconstruction
5! * Software. It is distributed to you in the hope that it can be a useful
6! * and timesaving tool in analysing Data of imaging Cerenkov telescopes.
7! * It is distributed WITHOUT ANY WARRANTY.
8! *
9! * Permission to use, copy, modify and distribute this software and its
10! * documentation for any purpose is hereby granted without fee,
11! * provided that the above copyright notice appears in all copies and
12! * that both that copyright notice and this permission notice appear
13! * in supporting documentation. It is provided "as is" without express
14! * or implied warranty.
15! *
16!
17!
18! Author(s): Thomas Bretz, 6/2019 <mailto:tbretz@physik.rwth-aachen.de>
19!
20! Copyright: CheObs Software Development, 2000-2019
21!
22!
23\* ======================================================================== */
24
25//////////////////////////////////////////////////////////////////////////////
26//
27// MOptics
28//
29//////////////////////////////////////////////////////////////////////////////
30#include "MOptics.h"
31
32#include <TRandom.h>
33
34#include "MQuaternion.h"
35#include "MReflection.h"
36
37ClassImp(MOptics);
38
39using namespace std;
40
41// --------------------------------------------------------------------------
42//
43// Default constructor
44//
45MOptics::MOptics(const char *name, const char *title)
46{
47 fName = name ? name : "MOptics";
48 fTitle = title ? title : "Optics base class";
49}
50
51// --------------------------------------------------------------------------
52//
53// Critical angle for total reflection asin(n2/n1), or 90deg of n1<n2
54// https://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf
55//
56double MOptics::CriticalAngle(double n1, double n2)
57{
58 return n1>=n2 ? asin(n2/n1) : TMath::Pi()/2;
59}
60
61// --------------------------------------------------------------------------
62//
63// This returns an approximation for the reflectivity for a ray
64// passing from a medium with refractive index n1 to a medium with
65// refractive index n2. This approximation is only valid for similar
66// values of n1 and n2 (e.g. 1 and 1.5 but not 1 and 5). /
67//
68// For n1<n2 the function has to be called with theta being the
69// angle between the surface-normal and the incoming ray, for
70// n1>n2, alpha is the angle between the outgoing ray and the
71// surface-normal.
72//
73// It is not valid to call the function for n1>n2 when alpha exceeds
74// the critical angle. Alpha is defined in the range [0deg, 90deg]
75// For Alpha [90;180], The angle is assumed the absolute value of the cosine is used.
76//
77// alpha must be given in radians and defined between [0deg and 90deg]
78//
79// Taken from:
80// https://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf
81//
82double MOptics::SchlickReflectivity(double alpha, double n1, double n2)
83{
84 const double r0 = (n1-n2)/(n1+n2);
85 const double r2 = r0 * r0;
86
87 const double p = 1-cos(alpha);
88
89 return r2 + (1-r2) * p*p*p*p*p;
90}
91
92// --------------------------------------------------------------------------
93//
94// Same as SchlickReflectivity(double,double,double) but takes the direction
95// vector of the incoming or outgoing ray as u and the normal vector of the
96// surface. The normal vector points from n2 to n1.
97//
98double MOptics::SchlickReflectivity(const TVector3 &u, const TVector3 &n, double n1, double n2)
99{
100 const double r0 = (n1-n2)/(n1+n2);
101 const double r2 = r0 * r0;
102
103 const double c = -n*u;
104
105 const double p = 1-c;
106
107 return r2 + (1-r2) * p*p*p*p*p;
108}
109
110// --------------------------------------------------------------------------
111//
112// Applies refraction to the direction vector u on a surface with the normal
113// vector n for a ray coming from a medium with refractive index n1
114// passing into a medium with refractive index n2. Note that the normal
115// vector is defined pointing from medium n2 to medium n1 (so opposite
116// of u).
117//
118// Note that u and n must be normalized before calling the function!
119//
120// Solution accoridng to (Section 6)
121// https://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf
122//
123// u_out = n1/n2 * u_in + (n1/n2 * cos(theta_in) - sqrt(1-sin^2(theta_out)) * n
124// sin^2(theta_out) = (n1/n2)^2 * sin^2(theta_in) = (n1/n2)^2 * (1-cos^2(theta_in))
125// cos(theta_in) = +- u_in * n
126//
127// In case of success, the vector u is altered and true is returned. In case
128// of failure (incident angle above critical angle for total internal reflection)
129// vector u stays untouched and false is returned.
130//
131bool MOptics::ApplyRefraction(TVector3 &u, const TVector3 &n, double n1, double n2)
132{
133 // The vector should be normalized already
134 // u.NormalizeVector();
135 // n.NormalizeVector();
136
137 // Usually: Theta [0;90]
138 // Here: Theta [90;180] => c=|n*u| < 0
139
140 const double r = n1/n2;
141 const double c = -n*u;
142
143 const double rc = r*c;
144
145 const double s2 = r*r - rc*rc; // sin(theta_out)^2 = r^2*(1-cos(theta_in)^2)
146
147 if (s2>1)
148 return false;
149
150 const double v = rc - sqrt(1-s2);
151
152 u = r*u + v*n;
153
154 return true;
155}
156
157// --------------------------------------------------------------------------
158//
159// In addition to calculating ApplyRefraction(u.fVectorPart, n, n1, n2),
160// the fourth component (inverse of the speed) is multiplied with n1/n2
161// of tramission was successfull (ApplyRefraction retruned true)
162//
163// Note that .fVectorPart and n must be normalized before calling the function!
164//
165bool MOptics::ApplyRefraction(MQuaternion &u, const TVector3 &n, double n1, double n2)
166{
167 if (!ApplyRefraction(u.fVectorPart, n, n1, n2))
168 return false;
169
170 u.fRealPart *= n2/n1;
171 return true;
172}
173
174// --------------------------------------------------------------------------
175//
176// Applies a transition from one medium (n1) to another medium (n2)
177// n1 is always the medium where the photon comes from.
178//
179// Uses Schlick's approximation for reflection
180//
181// The direction of the normal vector does not matter, it is automatically
182// aligned (opposite) of the direction of the incoming photon.
183//
184// Based on
185// https://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf
186//
187// Returns:
188//
189// 0 error (total internal reflection from optical thin to optical thick medium)
190//
191// 1 total internal reflection applied
192// 2 Monte Carlo reflection applied
193//
194// 3 nothing done (n1==n2, transmission)
195// 4 refraction applied from optical thick to optically thinner medium
196// 5 refraction applied from optical thin to optically thicker medium
197//
198int MOptics::ApplyTransitionFast(TVector3 &dir, TVector3 n, double n1, double n2)
199{
200 if (n1==n2)
201 return 3;
202
203 // The normal vector must point in the same direction as
204 // the photon is moving and thus cos(theta)=[90;180]
205 if (dir*n>0)
206 n *= -1;
207
208 TVector3 u(dir);
209
210 // From optical thick to optical thin medium
211 if (n1>n2)
212 {
213 // Check for refraction...
214 // ... if possible: use exit angle for calculating reflectivity
215 // ... if not possible: reflect ray
216 if (!ApplyRefraction(u, n, n1, n2))
217 {
218 // Total Internal Reflection
219 dir *= MReflection(n);
220 return 1;
221 }
222 }
223
224 const double reflectivity = SchlickReflectivity(u, n, n1, n2);
225
226 // ----- Case of reflection ----
227
228 if (gRandom->Uniform()<reflectivity)
229 {
230 dir *= MReflection(n);
231 return 2;
232 }
233
234 // ----- Case of refraction ----
235
236 // From optical thick to optical thin medium
237 if (n1>n2)
238 {
239 // Now we know that refraction was correctly applied
240 dir = u;
241 return 4;
242 }
243
244 // From optical thin to optical thick medium
245 // Still need to apply refraction
246
247 if (ApplyRefraction(dir, n, n1, n2))
248 return 5;
249
250 // ERROR => Total Internal Reflection not possible
251 // This should never happen
252 return 0;
253}
254
255// --------------------------------------------------------------------------
256//
257// Applies a transition from one medium (n1) to another medium (n2)
258// n1 is always the medium where the photon comes from.
259//
260// Uses Fresnel's equation for calculating reflection. Total internal
261// reflection above the critical angle will always take place. Fresnel
262// reflection will only be calculated if 'fresnel' is set to true (default).
263// For Fresnel reflection, a random number is produced according to the
264// calculated reflectivity to decide whether the ray is reflected or
265// refracted.
266//
267//
268// The direction of the normal vector does not matter, it is automatically
269// aligned (opposite) of the direction of the incoming photon.
270//
271// Based on
272// https://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf
273//
274// Returns:
275//
276// 0 error (total internal reflection from optical thin to optical thick medium)
277//
278// 1 total internal reflection applied
279// 2 Monte Carlo reflection applied
280//
281// 3 nothing done (n1==n2, transmission)
282// 4 refraction applied
283//
284int MOptics::ApplyTransition(TVector3 &u, TVector3 n, double n1, double n2, bool fresnel)
285{
286 if (n1==n2)
287 return 3;
288
289 // The normal vector must point in the same direction as
290 // the photon is moving and thus cos(theta)=[90;180]
291 if (u*n>0)
292 n *= -1;
293
294 // Calculate refraction outgoing direction (Snell's law)
295 const double r = n1/n2;
296 const double ci = -n*u; // cos(theta_in)
297 const double rci = r*ci; // n1/n2 * cos(theta_in)
298 const double st2 = r*r - rci*rci; // sin(theta_out)^2 = r^2*(1-cos(theta_in)^2)
299
300 if (st2>1)
301 {
302 // Total Internal Reflection
303 u *= MReflection(n);
304 return 1;
305
306 }
307
308 const double ct = sqrt(1-st2); // cos(theta_out) = sqrt(1 - sin(theta_out)^2)
309 const double rct = r*ct; // n1/n2 * cos(theta_out)
310
311 // Calculate reflectivity for none polarized rays (Fresnel's equation)
312 const double Rt = (rci - ct)/(rci + ct);
313 const double Rp = (rct - ci)/(rct + ci);
314
315 const double reflectivity = (Rt*Rt + Rp*Rp)/2;
316
317 if (fresnel && gRandom->Uniform()<reflectivity)
318 {
319 // ----- Case of reflection ----
320 u *= MReflection(n);
321 return 2;
322 }
323 else
324 {
325 // ----- Case of refraction ----
326 u = r*u + (rci-ct)*n;
327 return 4;
328 }
329}
330
331int MOptics::ApplyTransitionFast(MQuaternion &u, const TVector3 &n, double n1, double n2)
332{
333 const int rc = ApplyTransitionFast(u.fVectorPart, n, n1, n2);
334 if (rc>=3)
335 u.fRealPart *= n2/n1;
336 return rc;
337}
338
339int MOptics::ApplyTransition(MQuaternion &u, const TVector3 &n, double n1, double n2, bool fresnel)
340{
341 const int rc = ApplyTransition(u.fVectorPart, n, n1, n2, fresnel);
342 if (rc>=3)
343 u.fRealPart *= n2/n1;
344 return rc;
345}
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