Static Wikipedia February 2008 (no images)

aa - ab - af - ak - als - am - an - ang - ar - arc - as - ast - av - ay - az - ba - bar - bat_smg - bcl - be - be_x_old - bg - bh - bi - bm - bn - bo - bpy - br - bs - bug - bxr - ca - cbk_zam - cdo - ce - ceb - ch - cho - chr - chy - co - cr - crh - cs - csb - cu - cv - cy - da - de - diq - dsb - dv - dz - ee - el - eml - en - eo - es - et - eu - ext - fa - ff - fi - fiu_vro - fj - fo - fr - frp - fur - fy - ga - gan - gd - gl - glk - gn - got - gu - gv - ha - hak - haw - he - hi - hif - ho - hr - hsb - ht - hu - hy - hz - ia - id - ie - ig - ii - ik - ilo - io - is - it - iu - ja - jbo - jv - ka - kaa - kab - kg - ki - kj - kk - kl - km - kn - ko - kr - ks - ksh - ku - kv - kw - ky - la - lad - lb - lbe - lg - li - lij - lmo - ln - lo - lt - lv - map_bms - mdf - mg - mh - mi - mk - ml - mn - mo - mr - mt - mus - my - myv - mzn - na - nah - nap - nds - nds_nl - ne - new - ng - nl - nn - no - nov - nrm - nv - ny - oc - om - or - os - pa - pag - pam - pap - pdc - pi - pih - pl - pms - ps - pt - qu - quality - rm - rmy - rn - ro - roa_rup - roa_tara - ru - rw - sa - sah - sc - scn - sco - sd - se - sg - sh - si - simple - sk - sl - sm - sn - so - sr - srn - ss - st - stq - su - sv - sw - szl - ta - te - tet - tg - th - ti - tk - tl - tlh - tn - to - tpi - tr - ts - tt - tum - tw - ty - udm - ug - uk - ur - uz - ve - vec - vi - vls - vo - wa - war - wo - wuu - xal - xh - yi - yo - za - zea - zh - zh_classical - zh_min_nan - zh_yue - zu

Web Analytics
Cookie Policy Terms and Conditions Billede:Prisms with high and low dispersion.png - Wikipedia, den frie encyklopædi

Billede:Prisms with high and low dispersion.png

Fra Wikipedia, den frie encyklopædi


Denne fil er fra Wikimedia Commons, en samling af åbent indhold som Wikimedia Foundation er vært for.
Beskrivelsen fra siden med beskrivelse af billedet er vist nedenfor.


[edit] Summary

Español: Dispersión de la luz en dos prismas de distinto material.

Two pictures of optical prisms; one (above) with a high degree of optical dispersion, and one (below) with a low dispersion. For each image, a different setting of the "Disp" variable in the code below to have each image show a different amount of optical dispersion.

Simulated using computer graphics, rendered using the Persistence of Vision Raytracer. Everything made from scratch by Peo, originally for use in a few articles in danish Wikipedia.


I, the author of this work, hereby publish it under the following license:
GNU head Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License".

العربية | Asturianu | Български | বাংলা | ইমার ঠার | Brezhoneg | Bosanski | Català | Sinugboanong Binisaya | Česky | Dansk | Deutsch | Ελληνικά | English | Esperanto | Español | Eesti | Euskara | فارسی | Suomi | Français | Galego | עברית | Hrvatski | Magyar | Bahasa Indonesia | Ido | Íslenska | Italiano | 日本語 | ქართული | 한국어 | Kurdî / كوردي | Latina | Lëtzebuergesch | Lietuvių | Bahasa Melayu | Nnapulitano | Nederlands | Norsk (nynorsk) | Norsk (bokmål) | Polski | Português | Română | Русский | Slovenčina | Slovenščina | Shqip | Српски | Svenska | తెలుగు | ไทย | Türkçe | Українська | اردو | Tiếng Việt | Volapük | 中文(简体) | 中文(繁體) | +/-


The code below was used to render each prism, and the two images was subsequently merged into this image in a photomanipulation application.


global_settings {
    max_trace_level 64
    max_intersections 1000
}

// "Disp" variable: Amount of dispersion: Looks reasonable 
// from 2 (less) thru 6 (more dispersion), including both:
#declare Disp=6;

light_source {<-100,50,-30> color rgb .3}
light_source {<-150,120,-100> color rgb .3}

camera {
    location <-4,5,-9>
    look_at <3,-2,0>    
    angle 60    
    }

#local L1a = tan(Disp/180*pi);
#local L1b = 1.05+L1a*1.13;

#local L2a = -tan(Disp/180*pi);
#local L2b = .739+L2a*1.308;

#local SPLx = (L2b-L1b)/(L1a-L2a);  // Center of radial rainbow pattern in the part of
#local SPLy = L1a*SPLx+L1b;         // the light beam that's inside the prism.

#local TOPx = (3-L1b)/(L1a+1.73205087569);
#local TOPy = L1a*TOPx+L1b;

#local BOTx = (3-L2b)/(L2a+1.73205087569);
#local BOTy = L2a*BOTx+L2b;

#local TOPa = tan(radians(2*Disp-30));
#local TOPb = TOPy-TOPa*TOPx;
#local BOTa = tan(radians(-2*Disp-30));
#local BOTb = BOTy-BOTa*BOTx;
#local OUTx = (BOTb-TOPb)/(TOPa-BOTa);
#local OUTy = BOTa*OUTx+BOTb;

#local txtOff=texture {pigment {color rgb 1}} // Texture for unlit walls

#local txtFLT=texture {pigment {  // Radial pattern to fake the "rainbow-
        radial                    // illuminated" part of the wall and floor.
        color_map {
            [0.00 color rgb <.7,(1-Disp/10),1>]           // Colors vary from all white
            [0.20 color rgb <(1-Disp/10),(1-Disp/10),1>]  // to the rainbow of saturated
            [0.40 color rgb <(1-Disp/10),1,1>]            // colors, depending on "Disp"
            [0.60 color rgb <(1-Disp/10),1,(1-Disp/10)>]  // setting.
            [0.80 color rgb <1,1,(1-Disp/10)>]
            [1.00 color rgb <1,(1-Disp/10),(1-Disp/10)>]
            }                                                  
        frequency int(90/Disp+.5) // Agular width - causes discrete intervals in width!
    } finish {ambient .4}}

#local txtSTR=texture { // This texture encloses the above, "ranbow-illuminated"
    radial              // texture with zones at the red and purple ends where the
    texture_map {       // rainbow "fades out" into the invisible, and thus appa-
        [0.00 txtOff]   // rently unlit parts of the floor and walls.
        [0.01 txtFLT]
        [Disp/90-.01 txtFLT]
        [Disp/90 txtOff]
        [1.00 txtOff]
        }
    rotate <90,0,-30-2*Disp>
    translate <OUTx,OUTy,0>
    }

union {   // The floor and walls in the scenery:
    plane {<0,1,0>,-3.001}  // Floor
    plane {<-1,0,0>,-10}    // Wall struck by colored light
    plane {<0,0,-1>,-15}    // Unlit wall in the background
    texture {               // This texture is the rainbow band in txtSTR inside a
        gradient z          // small strip along the triangular surfaces of the
        texture_map {       // prism, surrounded by zones where the light fades out
            [0.000 txtOff]  // into the dark gray, "unlit" texture.
            [0.004 txtSTR]
            [0.016 txtSTR]
            [0.020 txtOff]
            [1.000 txtOff]
            }
        translate <0,0,-.01>
        scale <1,1,200>
        }
    }    

difference {  // The prism itself
    box {<-10,-3,-2>,<10,3,2>}              // Shape made from a box, "cut" into
    plane {<0,-1,0>,-1.5 rotate <0,0,60>}   // shape using two planes at 60* angles.
    plane {<0,-1,0>,-1.5 rotate <0,0,-60>}
    hollow on                                 // Media stuff: The prism has an index
    pigment {color rgbt <.8,1,.9,.7>}         // of refraction (ior) of 1.66, and
    finish {phong 1 reflection .1 ambient .3} // disperses colors according to the
    interior {ior 1.66 dispersion 1+Disp/100} // "Disp" variable.
    }

difference {  // The narrow "sheet" of white light entering the prism from the left:
    box {<-10,-.1,-1.5>,<1,.1,1.5> rotate <0,0,26.099> translate <-1,1,0>}
    plane {<0,1,0>,1.5001 rotate <0,0,60>}  // Box "cut" into shape with a plane.
    hollow on               // Media stuff: The beam shape itself is invisible, but
    pigment {color rgbt 1}  // contains an emitting media, giving the beam the
    interior {              // "fuzzy", translucent look.
        media {
            intervals 10  samples 1,1  confidence 0.9  variance 1.0/128
            ratio 0.9  emission rgb .6  method 3
            }
        }
    }

difference {    // Part of the light beam inside the prism:
    box {<-2,-2,-1.5>,<5,2,1.5>}                                    // Box cut to shape
    plane {<0,-1,0>,0 rotate <0,0,Disp> translate <-1.13,1.05,0>}   // with planes, ac-
    plane {<0,1,0>,0 rotate <0,0,-Disp> translate <-1.308,0.739,0>} // cording to the
    plane {<0,-1,0>,-1.499 rotate <0,0,60>}                         // "Disp" variable
    plane {<0,-1,0>,-1.499 rotate <0,0,-60>}
    hollow on                       // Media stuff: The shape itself is invisible inside
    pigment {color rgbt <1,1,1,1>}  // the prism since it has the same ior; 1.66
    finish {ambient .7}
    interior {
        ior 1.66 dispersion 1+Disp/100
        media {
            intervals 10        // number of intervals used for sampling [10]
            samples 1,1         // minimum and maximum number of samples taken per interval [1,1]
            confidence 0.9      // statistic parameter higher->better quality [0.9]
            variance 1.0/128    // statistic parameter lower->better quality [1.0/128]
            ratio 0.9           // distribution between lit and unlit areas [0.9]
            emission rgb<1,.95,.85>*.4
            method 3               // adaptive sampling
            density {
                radial
                color_map { // Color spectrum in the beam inside the prism:
                    [0.00 color rgb <1,(1-Disp/10),(1-Disp/10)>*(1.5-.05*Disp)]
                    [0.20 color rgb <1,1,(1-Disp/10)>          *(1.5-.05*Disp)]
                    [0.40 color rgb <(1-Disp/10),1,(1-Disp/10)>*(1.5-.05*Disp)]
                    [0.60 color rgb <(1-Disp/10),1,1>          *(1.5-.05*Disp)]
                    [0.80 color rgb <(1-Disp/10),(1-Disp/10),1>*(1.5-.05*Disp)]
                    [1.00 color rgb <1,(1-Disp/10),1>          *(1.5-.05*Disp)]
                    }
                frequency int(180/Disp+.5)
                rotate <-90,0,-Disp>
                translate <SPLx,SPLy,0>
                }
            }
        }
    }

difference {  // Part of the light beam exiting at the right-hand side of the prism:
    box {<-5,-500,-1.5>,<500,5,1.5>}                                  // Box cut to sha-
    plane {<0,1,0>,1.5001 rotate <0,0,-60>}                           // pe using three
    plane {<0,-1,0>,0 rotate <0,0,2*Disp-30> translate <TOPx,TOPy,0>} // planes.
    plane {<0,1,0>,0 rotate <0,0,-2*Disp-30> translate <BOTx,BOTy,0>}
    hollow on                       // Media stuff: Like the entering beam, this one's
    pigment {color rgbt <1,1,1,1>}  // shape is invisible, but contains emitting media
    finish {ambient .7}             // showing the rainbow "band" of colors
    interior {        
        media {
            intervals 10  samples 1,1  confidence 0.9  variance 1.0/128
            ratio 0.9  emission rgb<1,.95,.85>*.4  method 3
            density {
                radial
                color_map { // Color spectrum in the beam leaving the prism:
                    [0.00 color rgb <1,(1-Disp/10),(1-Disp/10)>*(.4-.01*Disp)]
                    [0.20 color rgb <1,1,(1-Disp/10)>          *(.4-.01*Disp)]
                    [0.40 color rgb <(1-Disp/10),1,(1-Disp/10)>*(.4-.01*Disp)]
                    [0.60 color rgb <(1-Disp/10),1,1>          *(.4-.01*Disp)]
                    [0.80 color rgb <(1-Disp/10),(1-Disp/10),1>*(.4-.01*Disp)]
                    [1.00 color rgb <.7,(1-Disp/10),1>          *(.4-.01*Disp)]
                    }                                                  
                frequency int(90/Disp+.5)
                rotate <-90,0,-30-2*Disp>
                translate <OUTx,OUTy,0>
                }
            }
        }
    }

De følgende sider henviser til dette billede:

Static Wikipedia 2008 (no images)

aa - ab - af - ak - als - am - an - ang - ar - arc - as - ast - av - ay - az - ba - bar - bat_smg - bcl - be - be_x_old - bg - bh - bi - bm - bn - bo - bpy - br - bs - bug - bxr - ca - cbk_zam - cdo - ce - ceb - ch - cho - chr - chy - co - cr - crh - cs - csb - cu - cv - cy - da - de - diq - dsb - dv - dz - ee - el - eml - en - eo - es - et - eu - ext - fa - ff - fi - fiu_vro - fj - fo - fr - frp - fur - fy - ga - gan - gd - gl - glk - gn - got - gu - gv - ha - hak - haw - he - hi - hif - ho - hr - hsb - ht - hu - hy - hz - ia - id - ie - ig - ii - ik - ilo - io - is - it - iu - ja - jbo - jv - ka - kaa - kab - kg - ki - kj - kk - kl - km - kn - ko - kr - ks - ksh - ku - kv - kw - ky - la - lad - lb - lbe - lg - li - lij - lmo - ln - lo - lt - lv - map_bms - mdf - mg - mh - mi - mk - ml - mn - mo - mr - mt - mus - my - myv - mzn - na - nah - nap - nds - nds_nl - ne - new - ng - nl - nn - no - nov - nrm - nv - ny - oc - om - or - os - pa - pag - pam - pap - pdc - pi - pih - pl - pms - ps - pt - qu - quality - rm - rmy - rn - ro - roa_rup - roa_tara - ru - rw - sa - sah - sc - scn - sco - sd - se - sg - sh - si - simple - sk - sl - sm - sn - so - sr - srn - ss - st - stq - su - sv - sw - szl - ta - te - tet - tg - th - ti - tk - tl - tlh - tn - to - tpi - tr - ts - tt - tum - tw - ty - udm - ug - uk - ur - uz - ve - vec - vi - vls - vo - wa - war - wo - wuu - xal - xh - yi - yo - za - zea - zh - zh_classical - zh_min_nan - zh_yue - zu -

Static Wikipedia 2007 (no images)

aa - ab - af - ak - als - am - an - ang - ar - arc - as - ast - av - ay - az - ba - bar - bat_smg - bcl - be - be_x_old - bg - bh - bi - bm - bn - bo - bpy - br - bs - bug - bxr - ca - cbk_zam - cdo - ce - ceb - ch - cho - chr - chy - co - cr - crh - cs - csb - cu - cv - cy - da - de - diq - dsb - dv - dz - ee - el - eml - en - eo - es - et - eu - ext - fa - ff - fi - fiu_vro - fj - fo - fr - frp - fur - fy - ga - gan - gd - gl - glk - gn - got - gu - gv - ha - hak - haw - he - hi - hif - ho - hr - hsb - ht - hu - hy - hz - ia - id - ie - ig - ii - ik - ilo - io - is - it - iu - ja - jbo - jv - ka - kaa - kab - kg - ki - kj - kk - kl - km - kn - ko - kr - ks - ksh - ku - kv - kw - ky - la - lad - lb - lbe - lg - li - lij - lmo - ln - lo - lt - lv - map_bms - mdf - mg - mh - mi - mk - ml - mn - mo - mr - mt - mus - my - myv - mzn - na - nah - nap - nds - nds_nl - ne - new - ng - nl - nn - no - nov - nrm - nv - ny - oc - om - or - os - pa - pag - pam - pap - pdc - pi - pih - pl - pms - ps - pt - qu - quality - rm - rmy - rn - ro - roa_rup - roa_tara - ru - rw - sa - sah - sc - scn - sco - sd - se - sg - sh - si - simple - sk - sl - sm - sn - so - sr - srn - ss - st - stq - su - sv - sw - szl - ta - te - tet - tg - th - ti - tk - tl - tlh - tn - to - tpi - tr - ts - tt - tum - tw - ty - udm - ug - uk - ur - uz - ve - vec - vi - vls - vo - wa - war - wo - wuu - xal - xh - yi - yo - za - zea - zh - zh_classical - zh_min_nan - zh_yue - zu -

Static Wikipedia 2006 (no images)

aa - ab - af - ak - als - am - an - ang - ar - arc - as - ast - av - ay - az - ba - bar - bat_smg - bcl - be - be_x_old - bg - bh - bi - bm - bn - bo - bpy - br - bs - bug - bxr - ca - cbk_zam - cdo - ce - ceb - ch - cho - chr - chy - co - cr - crh - cs - csb - cu - cv - cy - da - de - diq - dsb - dv - dz - ee - el - eml - eo - es - et - eu - ext - fa - ff - fi - fiu_vro - fj - fo - fr - frp - fur - fy - ga - gan - gd - gl - glk - gn - got - gu - gv - ha - hak - haw - he - hi - hif - ho - hr - hsb - ht - hu - hy - hz - ia - id - ie - ig - ii - ik - ilo - io - is - it - iu - ja - jbo - jv - ka - kaa - kab - kg - ki - kj - kk - kl - km - kn - ko - kr - ks - ksh - ku - kv - kw - ky - la - lad - lb - lbe - lg - li - lij - lmo - ln - lo - lt - lv - map_bms - mdf - mg - mh - mi - mk - ml - mn - mo - mr - mt - mus - my - myv - mzn - na - nah - nap - nds - nds_nl - ne - new - ng - nl - nn - no - nov - nrm - nv - ny - oc - om - or - os - pa - pag - pam - pap - pdc - pi - pih - pl - pms - ps - pt - qu - quality - rm - rmy - rn - ro - roa_rup - roa_tara - ru - rw - sa - sah - sc - scn - sco - sd - se - sg - sh - si - simple - sk - sl - sm - sn - so - sr - srn - ss - st - stq - su - sv - sw - szl - ta - te - tet - tg - th - ti - tk - tl - tlh - tn - to - tpi - tr - ts - tt - tum - tw - ty - udm - ug - uk - ur - uz - ve - vec - vi - vls - vo - wa - war - wo - wuu - xal - xh - yi - yo - za - zea - zh - zh_classical - zh_min_nan - zh_yue - zu