-
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
的
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
p>
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,
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,
p>
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
的
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。
p>
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
×
5
毫米(
XYZ
)
。这种固体
为中心沿
z
方向。
图
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
p>
”
>
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
>
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,
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,
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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