Specular Holography
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Specular Holography
Specular holography is a technique for making three dimensional imagery by controlling the motion of Specularity, specular glints on a two-dimensional surface. The image is made of many specularities and has the appearance of a Stereoscopy, 3D surface-stippling made of dots of light. Unlike conventional wavefront holograms, specular holograms do not depend on wave optics, photographic media, or lasers. The principle of operation is purely one of geometric optics: A point light source produces a glint on a curved specular (shiny) surface; this glint appears to travel on the surface as the eye or light source moves. If that motion is projectively consistent with binocular disparity, the viewer will perceive — via stereopsis — the illusion that the glint occurs at a different depth than the surface that produces it. A specular hologram contains many such curved surfaces, all embedded in a host surface. Each produces a glint and the brain integrates the many 3D c ...
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Specularity
Specularity is the visual appearance of specular reflections. In computer graphics In computer graphics, it means the quantity used in three-dimensional (3D) Rendering (computer graphics), rendering which represents the amount of Reflection coefficient, reflectivity a surface has. It is a key component in determining the brightness of specular highlights, along with wikt:shininess, shininess to determine the size of the specular highlight, highlights. It is frequently used in real-time computer graphics and Ray tracing (graphics), ray tracing, where the mirror-like specular reflection of light from other surfaces is often ignored (due to the more intensive computations required to calculate it), and the specular reflection of light directly from point light sources is modeled as specular highlights. Specular mapping A materials system may allow specularity to vary across a surface, controlled by additional layers of texture maps. The early misinterpretation of "Specularity ...
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Matthew Brand
Matthew Brand is a scientist and artist based in Berlin, Germany. Brand's research focuses on mathematical and computational models of perception, learning, and control, in which each is treated as an optimization problem. He is best known for working on the following topics: * Lumography is the shaping of optical surfaces so that a reflected or refracted beam of light produces a pre-focal image when scattered. The Composites Gallery in New York has a long-running show of lumographic lenses that cast photographic images on walls. * Specular holograms are three-dimensional images made of thousands of dots of light that glint off of finely carved metal or glass. The National Museum of Mathematics in New York has a large art installation of specular holograms. * PQP is a method for solving very large convex optimization problems, particularly quadratic programming, in parallel. It enables real-time optimal control of extremely fast machinery.. * Incremental singular value decompos ...
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Holography
Holography is a technique that enables a wavefront to be recorded and later re-constructed. Holography is best known as a method of generating real three-dimensional images, but it also has a wide range of other applications. In principle, it is possible to make a hologram for any type of wave. A hologram is made by superimposing a second wavefront (normally called the reference beam) on the wavefront of interest, thereby generating an interference pattern which is recorded on a physical medium. When only the second wavefront illuminates the interference pattern, it is diffracted to recreate the original wavefront. Holograms can also be computer-generated by modelling the two wavefronts and adding them together digitally. The resulting digital image is then printed onto a suitable mask or film and illuminated by a suitable source to reconstruct the wavefront of interest. Overview and history The Hungarian- British physicist Dennis Gabor (in Hungarian: ''Gábor Déne ...
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Museum Of Mathematics
The National Museum of Mathematics or MoMath is a museum dedicated to mathematics in Manhattan, New York City. It opened on December 15, 2012. It is located at 11 East 26th Street between Fifth and Madison Avenues, across from Madison Square Park in the NoMad neighborhood. It is the only museum dedicated to mathematics in North America, and features over thirty interactive exhibits. The mission of the museum is to "enhance public understanding and perception of mathematics". The museum is known for a special tricycle with square wheels, which operates smoothly on a catenary surface. History In 2006 the Goudreau Museum on Long Island, at the time the only museum in the United States dedicated to mathematics, closed its doors. In response, a group led by founder and former CEO Glen Whitney met to explore the opening of a new museum. They received a charter from the New York State Department of Education in 2009, and raised over 22 million dollars in under four years. With this ...
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Foliation
In mathematics (differential geometry), a foliation is an equivalence relation on an ''n''-manifold, the equivalence classes being connected, injectively immersed submanifolds, all of the same dimension ''p'', modeled on the decomposition of the real coordinate space R''n'' into the cosets ''x'' + R''p'' of the standardly embedded subspace R''p''. The equivalence classes are called the leaves of the foliation. If the manifold and/or the submanifolds are required to have a piecewise-linear, differentiable (of class ''Cr''), or analytic structure then one defines piecewise-linear, differentiable, or analytic foliations, respectively. In the most important case of differentiable foliation of class ''Cr'' it is usually understood that ''r'' ≥ 1 (otherwise, ''C''0 is a topological foliation). The number ''p'' (the dimension of the leaves) is called the dimension of the foliation and is called its codimension. In some papers on general relativity by mathematical physicists, t ...
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Snell's Law
Snell's law (also known as Snell–Descartes law and ibn-Sahl law and the law of refraction) is a formula used to describe the relationship between the angles of incidence and refraction, when referring to light or other waves passing through a boundary between two different isotropic media, such as water, glass, or air. This law was named after the Dutch astronomer and mathematician Willebrord Snellius (also called Snell). In optics, the law is used in ray tracing to compute the angles of incidence or refraction, and in experimental optics to find the refractive index of a material. The law is also satisfied in meta-materials, which allow light to be bent "backward" at a negative angle of refraction with a negative refractive index. Snell's law states that, for a given pair of media, the ratio of the sines of angle of incidence (\theta_1 ) and angle of refraction (\theta_2 ) is equal to the refractive index of the second medium w.r.t the first (n21) which is equal to the ...
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Specular Reflection
Specular reflection, or regular reflection, is the mirror-like reflection of waves, such as light, from a surface. The law of reflection states that a reflected ray of light emerges from the reflecting surface at the same angle to the surface normal as the incident ray, but on the opposing side of the surface normal in the plane formed by the incident and reflected rays. This behavior was first described by Hero of Alexandria ( AD c. 10–70). Specular reflection may be contrasted with diffuse reflection, in which light is scattered away from the surface in a range of directions. Law of reflection When light encounters a boundary of a material, it is affected by the optical and electronic response functions of the material to electromagnetic waves. Optical processes, which comprise reflection and refraction, are expressed by the difference of the refractive index on both sides of the boundary, whereas reflectance and absorption are the real and imaginary parts of the re ...
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Compass (drafting)
A compass, more accurately known as a pair of compasses, is a technical drawing instrument that can be used for inscribing circles or arcs. As dividers, it can also be used as a tool to mark out distances, in particular, on maps. Compasses can be used for mathematics, drafting, navigation and other purposes. Prior to computerization, compasses and other tools for manual drafting were often packaged as a set with interchangeable parts. By the mid-twentieth century, circle templates supplemented the use of compasses. Today those facilities are more often provided by computer-aided design programs, so the physical tools serve mainly a didactic purpose in teaching geometry, technical drawing, etc. Construction and parts Compasses are usually made of metal or plastic, and consist of two "legs" connected by a hinge which can be adjusted to allow changing of the radius of the circle drawn. Typically one leg has a spike at its end for anchoring, and the other leg holds a drawing ...
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Holography
Holography is a technique that enables a wavefront to be recorded and later re-constructed. Holography is best known as a method of generating real three-dimensional images, but it also has a wide range of other applications. In principle, it is possible to make a hologram for any type of wave. A hologram is made by superimposing a second wavefront (normally called the reference beam) on the wavefront of interest, thereby generating an interference pattern which is recorded on a physical medium. When only the second wavefront illuminates the interference pattern, it is diffracted to recreate the original wavefront. Holograms can also be computer-generated by modelling the two wavefronts and adding them together digitally. The resulting digital image is then printed onto a suitable mask or film and illuminated by a suitable source to reconstruct the wavefront of interest. Overview and history The Hungarian- British physicist Dennis Gabor (in Hungarian: ''Gábor Déne ...
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Stereoscopy
Stereoscopy (also called stereoscopics, or stereo imaging) is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. The word ''stereoscopy'' derives . Any stereoscopic image is called a stereogram. Originally, stereogram referred to a pair of stereo images which could be viewed using a stereoscope. Most stereoscopic methods present a pair of two-dimensional images to the viewer. The left image is presented to the left eye and the right image is presented to the right eye. When viewed, the human brain perceives the images as a single 3D view, giving the viewer the perception of 3D depth. However, the 3D effect lacks proper focal depth, which gives rise to the Vergence-Accommodation Conflict. Stereoscopy is distinguished from other types of 3D displays that display an image in three full dimensions, allowing the observer to increase information about the 3-dimensional objects being displayed by head and eye mov ...
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Stereopsis
Stereopsis () is the component of depth perception retrieved through binocular vision. Stereopsis is not the only contributor to depth perception, but it is a major one. Binocular vision happens because each eye receives a different image because they are in slightly different positions on one’s head (left and right eyes). These positional differences are referred to as "horizontal disparities" or, more generally, " binocular disparities". Disparities are processed in the visual cortex of the brain to yield depth perception. While binocular disparities are naturally present when viewing a real three-dimensional scene with two eyes, they can also be simulated by artificially presenting two different images separately to each eye using a method called stereoscopy. The perception of depth in such cases is also referred to as "stereoscopic depth". The perception of depth and three-dimensional structure is, however, possible with information visible from one eye alone, such as diffe ...
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Binocular Disparity
Binocular disparity refers to the difference in image location of an object seen by the left and right human eye, eyes, resulting from the eyes’ horizontal separation (parallax). The brain uses binocular disparity to extract depth information from the two-dimensional retinal images in stereopsis. In computer vision, binocular disparity refers to the difference in coordinates of similar features within two stereo images. A similar disparity can be used in rangefinding by a coincidence rangefinder to determine distance and/or altitude to a target. In astronomy, the disparity between different locations on the Earth can be used to determine various celestial parallax, and Earth's orbit can be used for stellar parallax. Definition Human eyes are horizontally separated by about 50–75 mm (interpupillary distance) depending on each individual. Thus, each eye has a slightly different view of the world around. This can be easily seen when alternately closing one eye while lookin ...
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