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Tracepro纹理功能中英对照TexturedRepTileBacklight

作者:高考题库网
来源:https://www.bjmy2z.cn/gaokao
2021-02-11 00:09
tags:

-

2021年2月11日发(作者:blossom)


TexturedRepTileBacklight


Requirements


Models:







None


Properties:



None


Editions:






TracePro Expert


IntroductionThere are a number of optical systems that use small, repeated optical geometry to


perform.


Examples


include


the


structure


for


backlights,


brightness


enhancement


films,


and


lenslet arrays. RepTile within TracePro allows repetitive structure to be placed on planar surfaces


in


a


number


of


different


patterns


without


the


need


to


develop


each


one


of


the


geometry


elements. This not only saves time during the development phase, but also time during the ray


trace


analysis


since


the


computation


of


intercepts


with


the


RepTile


geometry


is


computed


analytically


rather


than


through


intersections


with


geometry.


RepTile


till


now


(i.e.,


prior


to


Version 4.0 of TracePro) has three cases:


IntroductionThere


是一个使 用小型的光学系统,光学几何重复执行。例子包括背光,增亮


膜,


透镜阵列结构。


爬行动物在


TracePro


中允许重复结构被放置在平面上许多不同的模式,


而不需要开发每一个几何元素 。


这不仅在开发阶段节省时间,


而且还通过与几何的交叉分析< /p>


计算,


而不是因为计算的与爬虫几何的拦截时间在射线跟踪分析。


到现在爬行动物


(即之前


< p>
TracePro4.0


版)有三种情况:



*


Constant:


the


RepTile


geometry (e.g.,


sphere


radius)


is


constant


over


the Tiles (or


cells)


that


extend across the RepTile boundary,


*



Variable Rows: the RepTile geometry (e.g., sphere radius) can vary as a function of the row


number over the Tiles (or cells) that



extend across the RepTile boundary, and


* Parameterized: the RepTile geometry (e.g., sphere radius) can vary as a function of both the


row and column numbers over the



* Tiles (or cells) that extend across the RepTile boundary.


常数是 恒定的爬行动物的几何形状(如球体的半径)以上的瓷砖(或细胞)


,整个爬行动物


的边界延伸,



*


变行:爬行动物的几何形状(如球体的半径)可以作为一个行号的瓷砖(或细胞)的功能


变化



扩展到整个爬行动物的界线,



*


参数:在双方的行和列数的函数可以改变的爬行动物的几何形 状(如球体的半径)



*


爬虫边界延伸 跨越的瓷砖(或细胞)




All three of these make a single piece of geometry (e.g., a sphere) within a Tile (or cell) that has


both


a


width


and


height


assigned


to


it.


The


cases


allow


more


control


of


the


variation


of


the


geometry


as


one


goes


down


the


bulleted


list.


However,


in


all


cases


the


RepTile


geometry,


in a


sense, is deterministic, meaning there is no ability to have a random array of RepTile geometry,


multiple RepTiles per cell, and/or more complex parameterizations for the placement and shape


of the RepTiles.


所有这三个 分配给它的宽度和高度的瓷砖(或单元)内单件的几何(例如,一个球体)


。的


情况下,


允许更多的控制为一体的几何变化走下项目符号列表。


然而,


在所有情况下的爬行


动物几何,


在某种意义上说,是确定的,


意思是有没有能力有一个爬行动物的几何形 状,多


种爬行动物,每单元的位置和形状的爬行动物和


/


或更复杂的参数化的随机数组。



The


development


of


backlights


for


LCD


displays


is


typically


based


on


proprietary


and


often


complex


algorithms.


These


types


of


backlights


are


getting


larger


and


more


complex


to


ensure


transfer efficiency to the viewer while maintaining illuminance uniformity over a prescribed range


of


angles.


The


rigorous


demands


of


optical


performance


enforce


a


sizable


amount


of


desired


control


of


the


luminance function


of


the


backlight.


Simply


said,


the


three


previously


described


methods may be too limiting for the development of large, complex, state-of-the-art backlit LCD


displays. A new tool that allows the TracePro user to call upon previous designs that incorporate


tailored structure that can be applied to surfaces in a backlit display are required. This new tool is


called Textured RepTile.


液晶显示器背光的发展通常是基于专有的,


往往是复杂的算法。


这些类型的背光变得更大和


更复杂的观众,


同时保持照度均匀度超过规定范围的角度,


以确保传输效率。< /p>


光学性能的严


格要求强制执行所需的控制背光亮度的功能相当数量 。


简单地说,


先前所描述的三种方法可


能过于限制大型的,复杂的,国家的最先进的背光液晶显示器的发展。需要一个新的工具,


它允许


TracePro


的用户呼吁以往的设计,

< p>
采用量身定制的结构可以应用在背光显示屏表面。


这个新的工具被称为纹理 的爬行动物。



Textured


RepTile


allows


the


user


to


import


a


RepTile


property


from


a


text


file.


This


text


file


includes the type of RepTile geometry, the parameters for describing each of the RepTile features,


positioning of each feature, and the orientation of the feature (i.e., hole or bump). In Version 4.0


of TracePro, this new RepTile method is introduced, and in its initial implementation it is limited


to the Sphere RepTile geometry.


质感的爬行动物,


允许用户从文本文件导入爬行动物属性。


这个文本文件包含描述每个 爬虫


功能,每个功能定位的爬行动物的几何形状,参数的类型和功能的方向(即孔或颠簸 )


。在


TracePro


< p>
4.0


版本,介绍了这种新的爬行动物的方法,并在其实施初期,它是有限 的球


爬虫几何。



The remainder of this tutorial discusses how to create, import, apply, and ray trace a Textured


RepTile that is applied to a backlight for a LCD. A constant pattern Texture pattern is applied to


the back surface of the backlight, while a single cold cathode fluorescent lamp (CCFL) and injector


reflector


are


used.


This


model


provides


the


first


iteration


in


the


development


of


a


Textured


RepTile


backlight




the


user


must


optimize


the


performance


of


it


separately.


Optimized


performance implies a uniform luminance distribution over a prescribed set of angles (e.g., ±45°


).


In the next section, the development of the backlight is discussed. In the third section, the devel-


opment of the Texture is presented. Finally, in the last section the ray-trace results are given.


本教程的其余部分将讨论如何创建,


导 入,应用,射线追踪纹理的爬行动物,


被应用于液晶


背光。


一个固定的模式纹理图案应用于背光的背面,


而一个单一的冷阴极荧 光灯管



CCFL


< br>和喷油器反射。


这个模型提供的第一次迭代


-


在纹理爬行动物背光的发展,


用户必须分别优


化它的性能。优化的性能意味着超过规定的角度(例如,


±


45 °


)的亮度分布均匀。在下一


节中,背光的发展进行了讨论。在 第三部分,开发



提出纹理


opmen t


。最后,在最后一节的射线跟踪结果。



Backlight Geometry


背光几何



A backlight for an LCD is at first level made of the following components:


*


A


thin


sheet


of


plastic,


such


as


acrylic,


on


which


the


back


surface


has


structure


placed.


A


reflective coating can be added on three of the four edges, while the remaining thin edge is at


worst bare (i.e., anti- reflection coatings could be placed here).


的液晶显示屏背光是在第一级以下几部分组成:



*


压克力,背面表面结构放置,如塑料薄片。反射涂层,可以添加三个四边, 而其余的薄边


是最坏的裸(即,防反射涂层,可以放在这里)




* A reflector is placed on the one bare edge such that it runs the length of the plastic backlight.


This reflector is some type of conic, such as circular, elliptical, or parabolic. Its output aperture is


matched to the size of the bare edge of the plastic.


* A CCFL of small diameter is placed within the reflector. Positioning of the CCFL is typically not


critical except for its absorption of rays re-incident upon it.


* A highly reflective diffuser is placed below the plastic backlight. The bottom of the backlight is


the surface on which the Texture is placed.


* Finally, an observation plane is placed just above the output surface of the backlight plastic. The


output surface is the one op-posite of the Textured surface.


*


反射器上放 置一个光秃秃的边缘等它运行的塑料背光的长度。


这种反射是某种类型的圆锥,


如圆形,椭圆形或抛物线。其输出光圈是裸露的塑料边缘的大小相匹配。



* CCFL


小直径被放置在反射。除了事件后,它的光线的吸 收通常不


CCFL


的定位是关键。


< /p>


*


高反射扩散放在下面的塑料背光。背光的底部是表面上的纹理放 置。



*


最后,观察飞机放在上面输出 的背光塑料表面。输出面是一个粗糙表面的运算复合。



There are a multitude of additional items that can be included in the model, including, brightness


enhancement


films,


a


wedge


on


the


plastic


backlight,


the


liquid


crystal


elements,


additional


diffusers,


and


the


packaging


around


the


backlight.


For


the


purposes


of


this


tutorial,


we


will


“simplify”


the


development


to


only


include


the


elements


listed


in


the


bulleted


list


above.


Optimization of the system would include additional elements, structure, and optical properties.


The purpose is to show how to implement Textured RepTile, and leave the optimization of the


backlight to the user for their desired the remainder of this tutorial, the following


terms are used:


有许多可以包含在模型中的 其他项目,包括增亮膜,塑料背光的楔形,


液晶元件,


额外的扩


散,与周围的背光包装。对于本教程的目的,我们将



简化



的发展不仅包括上述项目符号列


表中列出的元素。


优化的系统将包括额外的元素,


结构和光学性质。


目的是为了显示如何实


现纹理的爬行动物,


并留下他们所需的



本教程的其余部分用 户的背光优化,


使用以下术语:



* Backlight = the thin sheet of plastic,


* Injector = the reflector that injects the light into the plastic,


* CCFL = the source placed within the injector,


* Feature = the individual spheres that are within the Texture file,


* Textures = the complete set of Features comprised by the Texture file,


* Diffuser = the highly reflective diffuser placed below the Textured surface of the backlight, and


* Screen = the surface on which we sample the output distribution from the backlight, where the


term Observation indicates the surface on which we do this sampling.


*

< br>背光


=


塑料薄片,



*


注射器注入塑料光的反射



* CCFL


的喷油器内放置的源,



*


功能为各个领域内的纹理文件,


< /p>


*


纹理


=


一套完 整的纹理文件组成的特点,



*


漫射< /p>


=


下面放在背光纹理表面,高度反射的扩散和


*


屏幕的表面上,我们从背光,长期观察表明,表面上, 我们做这种抽样品尝输出分布。



Creating the Backlight


创建背光源



We first create a square acrylic backlight with dimensions of 100 mm x 100 mm x 5 mm (XYZ).


This


solid


is


centered


along


the


z


direction.


Figure


1


shows


the


dialog,


Insert>Primitive


Solid…>Block,


for


this


structure.


We


retain,


at


this


time,


the


default


bare


surfaces


on


the


two


large


surfaces


and


the


edge


in


the


+y


direction.


As


shown


in


Fig.


2,


for


the


three


remaining


surfaces we place the Mirror Surface property within the Default Catalog. Here are the steps for


the process described here: < /p>


我们首先创建一个正方形压克力背光尺寸为


100


毫米


×


100


毫米

< p>
×


5


毫米(


XYZ



。这种固体


为中心沿


z


方向。



1


所示对话框,


插入


>


原始固


...


这个结构


>


座。


我们保留,


在这个时候,


两个大的表面 上的默认裸面和


+ Y


方向的边缘。正如图所示。


2


,其 余三个面,我们将在默


认目录镜面属性。下面是这里描述的过程步骤:

< br>


1. Open a New model window,


2. Select Insert>Primitive Solid…>Block,



3. Enter the values as shown in Fig. 1,


4. Select Insert from the dialog,


5. Rescale the model window by first selecting the backlight and then View>Zoom>Selection,


6. Select Backlight Surfaces 2, 3, and 5 with CTRL left clicks,


7. Right click on one of these three surfaces and select Properties… from the pop


-up menu, or


select the icon,


8. Select the Surface tab,


9. Enter the parameters as shown in Fig. 2,


10. Select Apply from the dialog,


11. Select the Material tab,


12. Enter the parameters as shown in Fig. 3,


13. Select Apply from the dialog,


14. You can Close the open dialogs, but it is not necessary,


15.


Rename


Surface 1


to


Texture.


To


do


this


select


it


twice


with


a


left


click.


When


a


rectangle


appears around its current name, enter the new name. This is the surface on which we will later


apply the Texture File, and


16.


As


per


Fig.


4,


inspect


the


System


Tree


such


that


the


properties


for Backlight


are


as


shown


(Note: Fig. 4 also shows all of the other objects that we will define in this section.)


1


。打开一个新的示范窗口,



2


。选择



插入



>


原始的固体


. ..>


座,



3


。进入如图所示的值。


1




4


。选 择



插入



对 话框,



5


。重新调整首先选择背光模 式窗口,然后查看


>


缩放


>

< p>
的选择,



6


。与


CTRL


键的左侧点击选择背光面


2



3



5




7


。这三个表面上右键 单击并从弹出菜单中选择属性


...


,或选择图标,

< p>


8


。选择地表标签,



9


。图所示,输入参数。


2




10


。选择应用对话框,



11


。选择材料标签,



12


。图所示,输入参数。


3




13


。选择应用对话框,


< p>
14


。你可以关闭打开的对话框,但它是没有必要的,


15


。重命名


1


表面的纹理。要做到这一点,选择它与左击两次。当一个矩形围绕当前的名


字出 现时,输入新的名称。这是表面上,我们将在以后申请的纹理文件,



16


。按图。


4

,检查系统树等,背光的属性如下所示(注:图


4


还可以看 出,我们将在本节


中定义的所有其他对象)







Creating the Injector


创建注射器


-


-


-


-


-


-


-


-



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