rayflare
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Analytical approximation for standard ray-tracing textures
For common surfaces such as (obviously) a planar surface, regular pyramids, or V-grooves, the possible ray paths are limited, specifically at normal incidence but even at small non-normal angles of incidence. Using TMM calculations with local angles of incidences for the different faces in the surface is much faster than ray-tracing and for many cases will be just as accurate, or give a good approximation for e.g. optimising anti-reflection coatings. This could be implemented for internal surfaces as well, but would be most relevant for the front surface, since there is usually a range of wavelengths where light does not reach the back surface at all.
To do:
- [ ] Add functions for (semi-)analytical ray-tracing
- [ ] Add relevant user options for controlling this behaviour
- [ ] Add tests
- [ ] Add documentation, specifying for which interfaces this method has been checked and is accurate (depending on angle of incidence!)
- [ ] Quantify when this is a good substitute for Monte-Carlo ray-tracing simulations