Virtual Newton Telescope
Albert Gascón Gómez,
Carles Coll Madrenas
gascon@bagira.iit.bme.hu,
coll@bagira.iit.bme.bu
Department of Control Engineering and Information Technology
Technical University of Budapest
Budapest / Hungary
Escola Politècnica Superior
Universitat de Girona
Girona / Spain
Abstract
This paper presents the modelling of a Newton telescope, including
its 3D representation and the simulation of its optical properties by ray
tracing. The modelling of the lens system is based on Constructive Solid
Geometry. The simulation also covers special optical phenomena, such as
the diffraction.
Keywords: Java, ray tracing, Monte-Carlo ray tracing,
constructive solid geometry ( CSG ), Newton telescope, diffraction.
1. Introduction
Our objective is to create an assistant, or tool, for the construction
of a Newtonian telescope, and the implementation of a ray tracing
algorithm to model the light effects and optical aberrations.
This tool allows us to design a certain optical configuration, as well
as to verify the physical characteristics and optical properties of the
specified design.
In the following sections we will present the Newton telescope, and
a technique for its modelling in a world 3D, for this we want to make a
complete, and well documented, large library of 3D world and
ray-tracing techniques, in order to allow that these libraries serve
like support teaching or to make other 3D applications.
Later we will make a study of how applying different rendering
techniques, like simple ray tracing and Monte-Carlo ray tracing, to
simulate the optical behaviour of the telescope. As we shall see,
these techniques are not sufficient for us, thus we will propose
alternative extensions to these techniques.
2. The Newtonian telescope
In order to contemplate the sky, the astronomers always used their
best visual instruments: their own eyes. But, to our grief, the eyes
have some limitations, for example, the capacity to gather light.
The ability to gather more light means also the ability to see farther.
Galileo was the first astronomer that used an optical instrument in his
observations. This instrument is the telescope, an instrument that is able to gather and to show us the
light that comes from the stars.
Basically, the telescopes are denominated according to their main
components, which have two types, the refractors (lenses) and the
reflectors (mirrors).
The Newtonian telescope falls into the second category,
it is a reflector telescope. However, the eyepiece is composed of
refracting lens.
2.1. The Newtonian telescope
At the time of Sir Isaac Newton (1642-1727) the only available
astronomical telescopes were the Galilean refractors. This design
had great chromatic aberration. Newton, not resisting to his eagerness to
surpass this aberration, used a previous publication of Nicolas Zucchi,
who presented the concept of a free lenses telescope which was composed
of only reflecting surfaces, such as mirrors. In 1672 Newton constructed the
first telescope of this class using a spherical mirror, thus it had
spherical aberration. In 1723 John Hadley presented a Newtonian telescope
with a parabolic primary mirror, and solved the spherical aberration.
Figure 1: The Newtonian telescope
The final design is made up of a concave parabolic primary mirror
and a flat secondary mirror. Since then the design has not changed. This
design, using a parabolic mirror, eliminates both
the chromatic aberration and the spherical aberration, but
introduces a moderate comma aberration near the field edges,
and a slight astigmatism and field curvature.
2.2. Optical aberrations
Note: the diagrams are exaggerated for better interpretation.
2.2.1. Chromatic aberration:
A lens has different index of refraction for different wavelengths.
This causes the light rays pass through different focal points
according to the wavelength.
Figure 2: Chromatic aberration, the two vertical
lines marks the different focal lengths.
2.2.2. Spherical aberration:
The light incident at the edge of a spherical mirror is brought to a
different focus from the light incident closer to the centre.
Figure 3: Spherical aberration.
2.2.3. Comma aberration:
This happens when we observed objects near the edge of the field. The
oblique rays fail to intersect on the oblique axis. The result is
called Comma. This causes that the stars that are close to the edge of
field seem small comets.
Figure 4: Comma aberration, the circle marks the
best focus, and the segment, the comet tail.
2.2.4. Astigmatism aberration:
This is caused because the focal length along one diameter differs
from that along another. When the object is on the axis, the two
planes are identical, so there is no astigmatism. When the object is not
focused, it is seen like an ellipse.
Figure 5: Astigmatism aberration, from left
to right : inside focus, best focus, outside focus.
2.2.5. Field curvature:
This happens when a telescope forms an image, not on a focal plane,
but on a curved focal plane. Usually it is on the edge of the field.
Technically it is not an aberration, it is a feature derived from the
telescope design.
Figure 6: Field curvature.
2.2.6. Other aberrations:
Some authors [Astro99][Oxfor97][Atmpa99] talk about other aberrations,
like pincushion, distortions, etc. ..., but we
are not going to consider them, because they are produced by the bad
quality of the optical components, not by the telescope design.
2.3. Diffraction
The quest for realism is the major goal of the rendering community,
thus to achieve this goal the researchers have added physically based
effects to the rendering methods, if it is possible. Particularly, the
telescope introduces another physically based effect, the diffraction,
which should also be simulated by rendering algorithms.
The diffraction is the slight bending of light around the edge of an
obstacle in its path [Oxfor97]. The diffraction is one of the
light interference effects.
Lord Rayleigh (1842-1919) was to first from those who applied the
diffraction theory to the telescopes.
In a Newtonian telescope the diffraction is produced by the edges of
the mirror, and by the two, three or four arms that
support the secondary holder.
The diffraction produced by the edges of the mirror, causes that
we see stars of a non-point form, but as a disc, the Airy disk
[Viola99], with a series of concentric rings called diffraction
rings. The Airy disk determines one of the main features of a telescope :
the resolving power or resolution. The resolving power [Oxfor97] is the
smallest separation between two objects witch allows them just to be
distinguished as separate. George Biddell Airy gave us the way to
calculate the diffraction ring number zero. The Airy disk is determined
by the next formula :
where Z is the angular size of the Airy disk in radians,
D the diameter of the main lens or mirror and
is the wavelength.
The diffraction produced by the spider is more visible than the
diffraction produced by the mirror, but is not so important (sometimes
it is very nice). We can see the effects in the next image, provided
by the STScI (Space Telescope Science Institute).
Image 1: The diffraction spikes.
2.4. Justification
Due to its nice properties the Newtonian design is a cheaper telescope per
millimetre of aperture [Odenw97] [Lugt99], and offers the best all-round
performance possible [Lugt99]. Due to this, the Newton's design has become
the most popular among the amateur astronomers. Thus the final application
can be useful to the community of amateur astronomers.
3. Modelling of the telescope
At the time of designing a telescope the following questions should
be answered:
- How will the real exit pupil be look like?
- How will the fully illuminated area look like?
- How big will be the comma aberration ?
- If we use a spider with three arms, would we have the same
diffraction?
The answers to these questions depend on the optical behaviour of
the telescope, thus they can only be given when the telescope has
already been constructed. Ray-tracing methods allow us to respond
to these questions. This also allows us to make adjustments to
our design, without having build the telescope.
Due to the nature of the light and the phenomena that we want to
simulate, for example the chromatic aberration, ray tracing has
to work separately with the different spectral components, from
which the final image should be obtained [Szirm95].
3.1. Classical ray-tracing
If we do a preliminary study of the different rendering techniques, we
can see that the visibility ray tracing is not useful to us,
since rays are traced backward from the viewpoint through the pixels of
the image plane assuming ideal reflection and refraction [Szirm98]
[Csébf97]. The colour of the appropriate pixel
is computed according to the ray-object intersections.
These ray tracing methods calculate the light contribution to a
point, but do not calculate the diffraction light contribution.
3.2. Monte-Carlo path tracing
A Monte-Carlo ray-tracing approach is path tracing
[Szirm98] [Csébf97]. In this ray-tracing
method the rays are traced backward from the viewpoint through the
pixels of the image plane, more than one times for each pixel.
Then the algorithm compute the light contribution
to the visible point, and from this point choose a random direction
with a subcritical probability density that is equal
to the Bi-directional Reflectance Distribution Function
(BRDF) multiplied by the cosine of the outgoing angle.
Using this direction and the intersection point, a new ray is defined and
is then followed recursively.
The term subcritical probability density means that it integrates to a
value that is less than 1, and the "missing probability" is used to
terminate the walk. This technique is called as the Russian roulette.
The colour of the appropriate pixel is computed doing the average
contribution of all ray paths that have been thrown for this pixel. The
contribution of a single ray-path is the radiance of the visited points
multiplied by the product of the BRDFs and the cosine angles divided by
the selection probabilities.
If the ideal case the product of the BRDFs and the cosine angles
is equal to the selection probability thus these factors compensate each
other, and results in a low-variance estimator. This technique is called
the importance sampling.
3.3. Modelling diffraction
Aveneau and Mériaux presented a method [Avene97]
to include the diffraction into a classical ray tracing. Later they
improved the approach to render polygonal scenes with diffraction
[Avene99], which was based on the geometrical theory of the
diffraction, presented by Joseph Keller [Kelle62], using the
known dihedral diffraction coefficients.
First they do an approximation to the boundary edges of a polygon,
using a dihedral, and then do a geometrical solution to find the
diffraction path, produced by a dihedral edge, between the
light source and a surface point.
But they concluded that this method requires the search for
comprehensive diffraction coefficients for each new shape.
Due the concept of Monte-Carlo path tracing, we can realise that including
the wave nature of light in the calculus of radiance, we can reproduce
the interference effect of the light. In order to incorporate the wave
properties, we introduce the phase of each ray in the radiance
calculation.
First of all, we observe that the incoming light to our optical
system comes from a very distance point. Thus we can suppose that
the incoming rays have the same phase, in other words, we shall
use coherence light.
Figure 7: Path tracing including the phase
angle.
The ray will be considered as a planar wave of intensity
Li and phase angle
where
is the phase
angle, uj the refraction index of the material of step j
of the ray-path, dj the distance of step j of the
ray-path, and
the wavelength.
When adding the contribution of different ray paths, we can no longer
assume that the radiances can simply be added, since the ray-paths may have
different phase angles. Instead, the contributions should be added as
vectors. The length of these vectors is the amplitude of the wave, which
is proportional to the square root of the radiance.
Finally the colour of the pixel is :
where Ix and Iy are the
components for all ray contributions threw for this pixel, and
N is the sample number for pixel.
4. 3D World representation
In order to generate the ray-traced images, simulate the telescope and do
some simulation of spatial objects (sun, planets, etc.), we need a 3D
world representation. The 3D world should involve basic objects like
spheres, cubes, cones, cylinders, and also composite objects built from
these basic objects applying set operation. On the other hand, we also
need a representation of lights, and reflective, refractive, diffuse,
specular materials.
The reason of the necessity of basic objects are logical, but why we need
composite objects? The first reason is that the mirror representation in a
Newtonian telescope is a concave object which can simply be defined as a
difference, another reason is that the lens are not simple primary objects
but can also be built from these easily. One advantage is that if some
day we want to model another type of telescope, then we almost surely need
the same composed objects. The solution for the representation of
composite objects is the Constructive Solid Geometry (CSG) [Szirm95]. This
solution solves the previous problems and allows us to simulate perfect
mirrors unlike a polygon-based boundary representation which does not.
Concerning the representation of the lights, we shall use point and
area light sources. The reflective, refractive, diffuse and specular
materials are represented by known BRDF, such as the constant diffuse BRDF
and the reciprocal Phong BRDF [Szirm95]. Reflective and refractive
materials are used for the mirrors and lens, and the others are for the
rest of the objects, and to make a real world simulation. Finally a
simplified overview of the world representation is the next one OMT
(Rumbaugh's Object Modelling Technique) diagram:
Figure 8: OMT simplified representation of
our 3D World
4.1. Constructive Solid Geometry
The CSG is a representation of solid objects. Those solid objects are
composed by a set of regularised operations (Boolean operations, and
the possibility of transform operations) and a set of
primitives. The CSG representation is a tree where the operations are
the tree none terminal nodes and the primitives are the tree leaves.
The regularised operations are functions that guarantee that the result of
aplying the operation on valid 3D objects is also a valid 3D object. The
validity means that the object does not have lower dimensional parts. The
basic regularised operations, for the CSG, are the next Boolean
operations:
- U* Union of two primitives.
- n* Intersection of two primitives.
- /* Difference of two primitives.
- c* Complementary of one object.
and then you can extend this set of operations with scaling, translation
or any other geometric operation.
The primitives are classical 3D objects, including sphere, cube,
paraboloid, etc. Having an overview of CSG, we can make one example of a
CSG with a three simple 3D Primitives (cube, cone and sphere) and two
regularised Boolean operations (U*,/*):
Figure 9: CSG representation of a solid
object.
5. Implementation
We have decided to implement the algorithms in Java, because of the
following advantages [Frouf96]:
- The code will be portable to any computer, (even to a "toaster" if it has
Virtual Java Machine interpreter), without recompiling or doing any
changes in the code. We can say that the code is totally independent of
the machine on which it is compiled or executed.
- The code will be able to be executed on anyone's computer which has a
simple Internet browser that supports Java 1.1. In this moment the most
commonly used navigators supports it.
- Java is a object-oriented language that easily allows to construct the
class hierarchy of the 3D world, ray-tracing and other features for a
future extension.
- You do not need to have the application on your computer.
- It allows us to make the documentation of libraries easily via HTML, only
making good comments in the corresponding positions of the code.
- Java eliminates the most common programming errors, like pointers
and its arithmetic or necessity to release memory (thanks to the
garbage collector).
- Java is multithreaded, in other words, Java allows us to make
different simultaneous tasks, like rendering while we are
specifying a new telescope features, or make some new algorithm that
takes advantage of this capacity.
The really pending subject of Java is the efficiency which is about 10-20%
less than of a same program written in a very efficient language like C.
Despite this we have to consider that the complexity of the algorithms is
the same, independently of the implementation language, thus the
"inefficiency" of Java is a multiplicative factor, which can often be
discarded. We also have to mention that the new versions of Java will be more
efficient (like the Java2 that uses a Just In Time compiler).
6. Conclusions & future work
We presented the Newtonian telescope, and a technique to model it in a 3D
world. Then we introduced the diffraction phenomena and proposed a method
to incorporate it into the ray tracing method for its simulation. The
implementation of the algorithms has already been started, and the world
representation and the standard and Monte-Carlo ray-tracing parts have
already been elaborated. At the moment, this is a work in progress, which
aims at the addition to diffraction to the ray-tracing implementation,
and the telescope generator.
Future work can add new designs of telescopes like refractor or
catadioptric systems like Schmidt-Cassegrain system. Other possibilities
are to improve the ray-tracing methods to simulate the atmosphere
phenomena. Another really interesting feature could be the auto-generation
of the stars to be rendered by the program from existing on-line star
catalogues.
7. Acknowledgments
We would like to give our sincere gratitude to
László Szirmay-Kalos for introducing the rendering.
We would like to give thanks to Mateu Sbert Casasayas to make our
stay possible in Budapest with a SOCRATES program, to make our final
project. The project was also supported by the Spanish-Hungarian Fund ref.
No. E9 and by OTKA project, ref. No. T029135.
8. References
[Astro99]
AstroRed Página de recursos astronómicos,
http://www.astrored.org (in spanish)
[Atmpa99]
Amateur telescope making page,
http://www.atmpage.com
[Avene97]
Lilian Aveneau and Michel Mériaux.
Phénomènes ondulatoires en synthèses d'images,
Revue internationale de CFAO et d'informatiquegraphique, 1997 ( in
french ).
[Avene99]
Lilian Aveneau and Michel Mériaux.
The discrete tube : a spatial acceleration thecnique for efficient
diffraction computation,
Proceedings of DGCI'99,Noisy le Grand, March 1999.
[Csébf97]
Csébfalvi Balázs.
A Review of Monte Carlo Ray Tracing Methods,
Central European Seminar on Computer Graphics, April 1997.
[Frouf96]
Agustín Froufe.
Tutorial de Java,
http://www.dcen.uson.mx/JavaTut/index.html ( in spanish )
[Kelle62]
Joseph B. Keller.
Geometrical theory of diffraction,
Journal of the Optical Society of America, February 1962.
[Lugt99]
Marinus Lugt.
The Newtonian pages,
http://members.aol.com/atmlugt/
[Odenw97]
Dr. Sten Odenwald.
Ask the astronomer,
http://image.gsfc.nasa.gov/poetry/astro/qanda.html
[Oxfor97]
Ian Ridpath.
Dictionary of astronomy,
Oxford university press.
[Szirm95]
László Szirmay-Kalos.
Theory of three-dimensional computer graphics,
Akadémiai Kiadó, Budapest, 1995
[Szirm98]
László Szirmay-Kalos.
Stochastic Methods in Global Illumination -State of the Art Report,
Technical Report, Computer Graphics Institute of the Vienna University of
Technology, TR-186-2-98-23, www.cg.tuwien.ac.at, 1998
[Viola99]
Francisco A. Violat Bordonau.
Problemas y Ejercicios de Astronomía Planetaria,
Asesores Astronómicos Cacereños 1999. ( in spanish )