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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Rendering of Newton's Rings in Monochrome Light</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Victor Debelov</string-name>
          <email>debelov@oapmg.sscc.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nikita Dolgov</string-name>
          <email>nikitabrn1999@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Computational Mathematics and Mathematical Geophysics of Siberian Branch of Russian Academy</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Novosibirsk State University</institution>
          ,
          <addr-line>1, Pirogova str., Novosibirsk, 630090</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>of Sciences</institution>
          ,
          <addr-line>6, Ac. Lavrentieva ave., Novosibirsk, 630090</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Newton's rings are an interference pattern related to fringes of equal thickness. This image can be obtained on a simple experimental optical setup. Modern common renderers, based on zerothickness ray tracing, calculate highly realistic images of complex 3D scenes, which are computer models of scenes from the real world. However, they do not allow you to reproduce such phenomena as interference, because they ignore even the polarization of light. Interference is studied by physical optics, and it is natural to assume that if the calculation is based on the "tracing" of waves in the scene, this problem can be solved. An algorithm is known when a solid beam of light is used instead of a light wave. The results of the calculations show images of the interference effects; Newton's rings are also calculated. This is an acceptable solution for simple scenes involving a few objects. It is also good for optical design systems, when the result is important, and not the time spent. But not practical for universal renderers, which must calculate the image in an acceptable time for very complex scenes. In this paper, we propose an algorithm based on the traditional method of tracing paths consisting of zero-thickness rays. Only on the last ray of a path that crosses the picture plane is the modification made. It is assumed that these rays characterize spherical wavelets. In this paper, we consider the results of applying the mentioned heuristics to classical optical experiments. Interference, ray tracing, polarization, pixel color, fringes of equal thickness, Newton's rings</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Interference can significantly change the visual perception of a scene without any changes in its
geometry and the optical properties of objects. It depends on the positions of the light sources and the
camera or observer. In this paper, we will only consider ray tracing and monochrome stage lighting for
the calculation. Monochrome lighting allows you to most clearly trace the effect of the calculation
algorithm on the image without hindrance, which can be introduced by waves of different lengths.
Recall that only coherent rays can interfere: two or more [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], i.e. rays that are emitted by a single point
source or a small differential neighborhood of an extended source.
      </p>
      <p>
        The interference can be calculated in the spectral rendering mode only, when the scene is rendered
for each wavelength separately, and the intensity is associated with the ray. Alternatively, in
monochrome lighting mode. Modern renderers do not allow you to reproduce such phenomena as
interference, because they ignore even the polarization of light. In computer graphics, there are works
devoted to algorithms for calculating more or less physically based images of interference effects. In
the work [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] many of them were considered from different points of view, but here we will pay attention
to only one characteristic: how these algorithms contribute to the intensity of the pixel of the picture
plane.
      </p>
      <p>
        In the works [
        <xref ref-type="bibr" rid="ref3 ref4 ref5 ref6">3-7</xref>
        ] and a number of others, the main attention was most often paid to the problem of
calculating a photorealistic image of interference in thin films. Soap bubbles and varnish coatings are
      </p>
      <p>
        2021 Copyright for this paper by its authors.
especially popular. In these works, the interference is calculated by dividing the wave amplitude. In
fact, the authors, within the framework of a common renderer, when a tracing ray hit an interference
object, called a special additional module that performed the interference calculation and returned the
ray to the renderer with a new intensity. Undoubtedly, this approach freed the module developers from
the need to monitor the impact of the ray on the picture plane. Therefore, it is possible to include the
interference calculation module in an existing renderer. It is worth noting that the authors, calculating
the interference of two rays inside a special module, often did not specify how the intensity of the
resulting output ray is obtained. And this is a task similar to combining two coherent rays in a pixel.
However, Glassner [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] specified this process, moving at this stage from rays to spherical waves. The
right-hand scene in Figure 1 shows the situation with the division of the amplitude, which can be
processed by the mentioned algorithms. In the mentioned works, a special module calculates
interference of the rays  1 and  2 inside itself, and outputs a ray  in the renderer format. In the
case when coherent rays fall on the picture plane, passing through different paths in the scene, this
approach does not work, in Figure 1: The interference of two coherent rays is calculated on the picture
plane (left) and two coherent rays obtained by dividing the amplitude (right)this situation is shown on
the left scene. And, therefore, in such cases, the interference effect may be missed and will not be visible
in the image.
      </p>
      <p>Interference is studied by physical optics, and it is natural to assume that if the calculation is based
on the "wave tracing" in the scene, then this problem can be solved most physically correctly and
accurately. For example, in the paper [8], instead of a light wave, a solid beam (or fat ray) of light is
used, which has geometric dimensions that depend on the surrounding objects. The results of the
calculations show images that realistically and physically correctly show the interference effects. For
the first time, the results of rendering the photorealistic image of Newton's rings calculated under
monochrome illumination are demonstrated. This is an acceptable solution for simple scenes involving
a few objects. This is also acceptable for optical design systems, where the result is important, not the
time spent. But it is impractical for universal renderers, which must calculate the image in an acceptable
time for very complex scenes. Moreover, it is not yet clear whether it is possible to perform such beam
tracing in any scene. Note that in the work [8] the emphasis is on optical design. Consequently, many
scenes have a rather specific geometry similar to geometry of microscopes, which Bloss called the
"optical tube" [9], in which it is quite convenient to trace the wave in the form of a solid beam.</p>
      <p>In computer graphics, various tracing shapes were studied – a cone, a beam, a pencil (a beam with
a central ray). But all of them are not used in practice [10], it is more practical to use Monte Carlo
tracing with zero-thickness rays.</p>
      <p>Newton's rings are an interference pattern referring to fringes of equal thickness. This image can be
obtained on a simple experimental optical setup and photographed. We have not seen images of
Newton's rings calculated on the basis of zero-thickness ray tracing in the literature. This was the
motivation to choose fringes of equal thickness as the target test for the algorithm being developed, and
especially the Newton rings. We propose an algorithm based on the traditional method of tracing paths
consisting of zero-thickness rays. Only on the last ray of each path that crosses the picture plane is the
modification made. It is assumed that these rays characterize spherical wavelets. In fact, the proposed
approach is the next stage in the development of physically based algorithms for calculating
photorealistic images of interference effects based on zero-thickness ray tracing.</p>
      <p>The second section discusses the main elements of a virtual setup or 3D scene for numerical
experiments. The third section is devoted to the description of the algorithm. The fourth section presents
the results of numerical experiments. The fifth and sixth sections contain the conclusions and
acknowledgements.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Virtual setup for numerical experiments</title>
      <p>
        A virtual setup is a 3D scene that should contain a light source and a screen, and then we can trace
the paths of the rays in the scene as a whole. The scene also contains a certain number of objects, from
the interaction with which the necessary branching paths occur. We prefer optically isotropic
transparent objects, from the meeting with which the rays are bifurcated. The optical literature deals
with such scenes in the most detail, since most of these books are devoted to the description of the
operation of interferometers, for example, see [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
2.1.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Light source</title>
      <p>The light source  is a homogeneous rectangular area that emits linear polarized monochrome light
with a  wavelength. In the experiments, the source is represented by a rectangular grid of nodes that
play the role of point sources of directional linear polarized light. Each node   , has its own unique
identifier  id and emits the light ray of intensity  strictly in the  d direction. We set the linear
polarization using the coordinate right-hand system associated with the ray:</p>
      <p>{ ,  ,  d}.</p>
      <p>In this implementation, we chose the coordinate system so that the oscillations of the electric vector
occur along the  axis.</p>
      <p>
        In experiments, light can be polarized, partially polarized or unpolarized. A wave or ray of
unpolarized light is modeled as the sum of two linearly polarized rays (waves) with different identifiers
 ida and  idb with an intensity of  /2, in which the vectors of the electrical component oscillate in
mutually perpendicular planes [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Note that both components of the decomposition of unpolarized light
are independent and do not interfere, i.e., when rendering, they can be considered as independent point
sources.
      </p>
      <p>Partially polarized light can be represented as the sum of the unpolarized and polarized parts. In the
monochrome version, there is no need to use spectral rendering, since only one wave of light is used,
but the wavelength itself is necessary for performing calculations.
2.2.</p>
    </sec>
    <sec id="sec-4">
      <title>Scene objects</title>
      <p>
        In our experiments, optically isotropic transparent objects play the main role, for which the refraction
index is specified. The interaction of the tracing ray with them is calculated based on the application of
the Fresnel equations [
        <xref ref-type="bibr" rid="ref1">1, 11</xref>
        ].
2.3.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Screen &amp; rendering</title>
      <p>A rectangular screen  consisting of square pixels is located on a picture plane. Naturally, any image
is represented by a matrix of intensities. The source light can be represented as the sum of up to three
(in the case of partial polarization) independent linear polarized components. In this regard, it is possible
to render three times for each component separately, getting three independent matrices of intensities,
which are then simply summed element by element.
2.4.</p>
    </sec>
    <sec id="sec-6">
      <title>Problem</title>
      <p>It is necessary to develop an algorithm: a) based on the traditional method of tracing paths consisting
of rays of zero thickness; b) allows one to calculate images visually similar to photos; c) calculate
images visually similar to the calculated image of Newton's rings from the work [8]. Numerical
experiments are performed for monochrome lighting in the scene.</p>
      <p>
        Does this result meet the criteria of photorealistic computer graphics? Yes, quite. It is enough to
recall Phong's formula for specular reflection [10], i.e. a phenomenological simulation approach. In our
opinion, in the work [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] Glassner was quite accurate: "As almost always seems to be the case, writing
a good shader seems to involve some judicious trading off of accuracy and realism with approximations
and pragmatism. I mean, we could simulate all of this at the molecular or even atomic level, but it
wouldn’t show up in the results. The trick is to find a nice balance between simplicity, efficiency, and
verisimilitude".
      </p>
      <p>It is obvious that in this paper we do not give a complete solution to the problem. Here we are going
to formulate new physically based approach to rendering interference phenomena, which is supported
by the results of numerical experiments.</p>
    </sec>
    <sec id="sec-7">
      <title>3. Proposed algorithm</title>
      <p>
        Let us represent a linear polarized zero-thickness tracing ray with attributes based on the works [
        <xref ref-type="bibr" rid="ref2">2,
11</xref>
        ] in the form
      </p>
      <p>
        = { 0,  ,  ,  ,  ,  ,   ,  ,  }
where: { 0,  } is the mathematical ray, { ,  ,  } is the associated right-hand coordinate system,  0 is
the origin of the ray,  is the direction. The oscillations of the electric vector of electromagnetic wave
occur along the  axis,  is the intensity,  is the wavelength of the light,  id is the identifier of the point
light source that generated the ray. Two rays are coherent if their source IDs are non-zero and match.
 is the optical path of a geometric path traveled from the source, which is used to calculate the current
phase of the electromagnetic wave [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].  is the phase jump accumulated during reflections from a denser
medium, see [
        <xref ref-type="bibr" rid="ref2">2, 11</xref>
        ].
      </p>
      <p>The generated rays (reflected and refracted) inherit some of the attributes, or they are recalculated
during the contact of the incident ray with the scene surface. Note that the Fresnel equations apply.</p>
      <p>
        One of the most important issues that arise when calculating the interference in a pixel is taking into
account a path  of a ray from the light source to certain scene point  . Let us denote its optical path
 ( ,  ). Let us consider the example shown in Figure 2: Correction of the optical path of the ray. Let
the two tracing paths   and   end with coherent rays  1 and  2, respectively, which fall into one pixel
on the screen. In this case, the ray  1 hits the point  1; the ray  2 hits the point  1. The optical path of
a single segment is equal to its length assuming that the refractive index of the scene space medium
 = 1, see [
        <xref ref-type="bibr" rid="ref1">1, 11</xref>
        ].
      </p>
      <p>

screen,</p>
      <p>In the general case, the points  1 and  1 are different, but the interference calculation is only possible
for coherent rays hitting one point of the screen. Both rays have traveled some unknown paths through
the scene, and, in fact, the shapes of the fronts of the waves they represent are unknown.</p>
      <p>We apply the hypothesis (heuristic) that both waves have a spherical front and assume that the
coherent waves intersect at an intermediate pixel point 
intersection of circles with centers at  0 and  0, and interfere.
 0 . According to the heuristic we compute the new optical paths:</p>
      <p>Thus, instead of the segment  0 1, we consider the segment  0 , and instead of  0 1, the segment
= ( 1 +  1)/2, which is defined as the</p>
      <p>The monochromatic light source and the screen have grid representations. The grid nodes of the light
source are the starting points of the paths, and the screen nodes are the pixel centers. As a rule, the
experiments initially selected a pixel size of 0.01 mm. The grid step of the source is experimentally
selected so that at least one pair of coherent rays fall into each pixel. If no pair of coherent rays hit any
pixel on the screen, the source grid step decreased. Each pixel of the screen stores the following data:
is the total intensity introduced by pairs of coherent rays falling into this pixel of the
is the number of pairs of such rays.</p>
      <p>Then the resulting intensity in a pixel is equal to  
/ 
. We considered to use the original
values of the optical paths 
(  ,  1) and</p>
      <p>(  ,  1) in the calculation. But after a series of
experiments, we came to the solution described above. To calculate the interference term, it is necessary
to know the difference between the optical paths 
difference 
, which is calculated by the formula
(  ,  1) and</p>
      <p>
        (  ,  1) in order to obtain the phase
see [
        <xref ref-type="bibr" rid="ref1">1, 11</xref>
        ]. On the other hand, a pixel of 0.01 mm at a wavelength of 500 nm fits a hundred wavelengths,
and there is too vague a spread. So we settled on the described solution.
      </p>
      <p>Also in the first version of the proposed algorithm, the coherent rays crossing the picture plane in
different pixels, we simply discarded from consideration. Therefore, the part of the energy emitted by
the source was simply not taken into account. In the final version, only rays were discarded if the
distance between the points of their intersection with the picture plane was greater than ε to reduce
energy loss. In experiments,  is equal to the pixel diameter. And the result of the interference is
attributed to the pixel containing the point  . Thus, in many cases, it is possible to avoid reducing the
source grid step due to empty pixels and not depend on borders between pixels.</p>
    </sec>
    <sec id="sec-8">
      <title>4. Numerical experiments</title>
      <p>Here we will present three installations that are described in sufficient detail in the literature on
optics: an air wedge between two glasses, Newton's rings in transmitted light, and Newton's rings in
reflected light. All glass objects are specified with a refractive index of 1.5. The refractive index of the
medium is 1.0.
4.1.</p>
    </sec>
    <sec id="sec-9">
      <title>Air wedge</title>
      <p>A similar installation is considered in [12], where a wedge is created by superimposing two thick,
well-polished plane-parallel glass plates. A strip of thin paper is placed between the edges of these
plates on one side. Thus, a small wedge-shaped air gap is formed between these plates, see Figure 3.</p>
      <p>In the simulation of this experiment, it was decided to take into account not two, but four rays from
one source, since all four rays carry intensities of about the same order. Rays  1,  2,  3,  4 are
coherent. It was found experimentally that the location of the lens and the screen is that in all cases rays
 1,  3 fall into one pixel, and the rays  2,  4 fall into another. It is impractical to consider more rays,
because the rays obtained at a greater trace depth have a much lower intensity and do not significantly
affect the interference pattern. Thus, the first two rays interfere in one pixel, and the second two rays in
the other. Figure 4 shows the variants of images that were computed at the same scale, i.e. at the same
maximum intensity.</p>
    </sec>
    <sec id="sec-10">
      <title>Newton’s rings in transmitted light</title>
      <p>The setup for obtaining Newton's rings in transmitted light (see Figure 5 on the right) consists of a
mercury lamp, a light filter, an installation for obtaining rings, a collecting lens, a shield, and a screen.
The shield is an opaque circle in which a round hole is cut to limit the size of the image on the screen.
Since we use monochromatic light, we do not need a filter. We also abandoned the shield in order to
get an image of the rings on the entire screen, compare images shown in Figure 6. The virtual scene for
obtaining Newton's rings in transmitted light is a glass plate, with which a plano-convex lens with a
large radius of curvature  L = 2 meters is in contact. Figure 5 on the left shows only the rays of interest
in the scene. The ray of light  0 falls normally on the flat surface of a plano-convex lens and is refracted.
Then it passes through the lens and is refracted at the point  . Next, the ray passes through the air layer
and falls on the glass plate at the point  .</p>
      <p>1 is the ray that passed through the glass plate. The ray reflected from the plate at point  falls on
the plano-convex lens at the point  . This ray, reflecting, falls on a glass plate and passes through it,
this is the ray  2. The rays  1 and  2 are coherent and interfere.</p>
      <p>The images shown in Figure 6 confirm the photorealism of the image obtained because of the
calculation based on the zero-thickness ray tracing.
scene of the experiment on obtaining Newton's rings in transmitted light [13]
calculation, cut from the screenshot</p>
      <p>In [12], a practical application of Newton's rings is given, namely: by the number 
and the radius

 of a ring, the radius of curvature   of the plano-convex lens can be determined using the formula:
  =</p>
      <p>2  2
(2 −1)
.</p>
      <p>We checked this fact using the screenshot, see Figure 7. Given that λ=500 nm, and the pixel size is
0.005 mm, we perform the following calculations:

</p>
      <p>If 
If 
= 1,  L = 2 12 =
= 6,   = 2 62 =

11
2((142−0.5)·0.005)2
the high photorealism of the calculated image. Obviously, the error is related to the pixel size.</p>
    </sec>
    <sec id="sec-11">
      <title>Newton’s rings in reflected light</title>
      <p>As the initial prototype of the experiment, we took a demo clip [14], see Figure 8. The virtual scene
itself is shown in Figure 9.</p>
    </sec>
    <sec id="sec-12">
      <title>5. Conclusions</title>
      <p>We set the task to calculate images of Newton's rings, which are a fairly representative example for
optical phenomena such as fringes of equal thickness. Basic requirement: the calculation must rely on
zero-thickness ray tracing. Installations of this type are often called interferometers, they repeatedly use
the method of dividing the amplitude of the electric component of the light wave. This corresponds to
the division of the intensity associated with the ray. Newton's rings are convenient to use to confirm the
visual validity of the algorithm, since there are available photos, see Figures 6 and 8. Sometimes there
are additional theoretical tests, when the image can be used to check the values of certain quantities,
based on the nature of the object. In our case, this is the determination of the radius of the lens by the
numbers and radii of the rings in the image (see Figure 7).</p>
      <p>We would like to note that for the first time, images of Newton's rings were calculated based on
zero-thickness ray tracing. In general, the problem is solved positively, and the proposed approach can
be used to visualize interference effects in 3D scenes. Further study of the problem is needed to clarify
the limits of the applicability of the approach.</p>
      <p>We have planned the development of the approach to other types of lighting in the scene, including
natural light. Then in the future, this approach can serve as a base of modifications of renderers.</p>
    </sec>
    <sec id="sec-13">
      <title>6. Acknowledgements</title>
      <p>This work was carried out under state contract with ICMMG SB RAS (0251-2021-0001).
7. References
[7] Y. Sun, F. D. Fracchia, T. W. Calvert, M. S. Drew. Deriving spectra from colors and rendering
light interference, IEEE Computer graphics and applications, 4 (1999) 1–8.
[8] J. E. Harvey, R. G. Irvin, R. N. Pfisterer. Modeling physical optics phenomena by complex ray
tracing, Optical engineering, 54.3 (2015) 035105. doi:10.1117/1.OE.54.3.035105.
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[10] J. D. Foley et al., Computer graphics, principles and practice, 2nd. ed. Addison-Wesley, Reading,</p>
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[14] Newton’s rings, 2011. URL: https://www.youtube.com/watch?v=zLzMEt0wJm0.</p>
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