Pages: 360
ISBN: 9781510619739
Volume: PM292
Table of Contents
- Preface
- Introduction
- 1 The Basics
- 1.1 Ray Calculations
- 1.1.1 Law of refraction: Snell's law
- 1.1.2 Law of reflection
- 1.1.3 The transfer equations
- 1.2 Lenses
- 1.3 Imaging
- 1.4 Types of Images
- 2 Rays and Ray Sketching
- 2.1 Collimation
- 2.2 Thin Lenses
- 2.3 Ray Sketching
- 2.3.1 Finite object distance
- 2.3.2 Object at infinity
- 2.4 Treating Virtual Images
- 2.5 Mirrors
- 2.6 Planar Optics
- 2.7 Multiple Elements
- 2.8 Beyond Two-Lens Systems
- First Hiatus: Ledgers to Laptops
- 3 How to Put a Lens in a Computer
- 3.1 System Data
- 3.2 Prescription Data
- 3.3 Entering a Single Lens Using Commands
- 3.4 Entering a Single Lens Using the Lens Design Manager
- 3.5 Checking the Lens
- 3.5.1 Reduction Ratio
- 3.6 Angle Solves
- 3.7 Entering Mirrors
- 4 To First Order…
- 4.1 Principal Surfaces and Planes
- 4.2 What Does This Get You
- 4.3 Cardinal Points
- 4.4 Immersed Systems
- 4.4.1 Nodal points for immersed systems
- 4.4.2 The human eye
- 4.4.3 Mirrors as immersed systems
- 4.4.4 A concluding remark
- 5 Stop and Pupils and Windows, Oh My!
- 5.1 Fields
- 5.2 Some Special Rays
- 5.2.1 Meridional rays
- 5.2.2 Sagittal rays
- 5.2.3 Skew rays
- 5.2.4 Axial rays
- 5.2.5 Ray for objects at infinity
- 5.2.6 Reference rays
- 5.3 The Aperture Stop and Marginal Rays
- 5.4 Chief Rays and Pupils of a Lens
- 5.5 The Field Stop and its Windows
- 5.6 Pupil and Field Specifications
- 5.6.1 Field of view
- 5.6.2 f-number and numerical aperture
- 5.7 A Final Comment
- Second Hiatus: Rays and Waves
- H2.1 Rayleigh Criterion
- H2.2 The Pinhole Camera
- 6 Spherical Aberration
- 6.1 Propagating Real Rays
- 6.2 Third-Order Aberrations
- 6.3 On-Axis Ray Errors for a Singlet Lens
- 6.4 Displaying Spherical Aberration
- 6.5 Transverse Ray Plots
- 6.6 Seidel Aberrations
- 6.6 Lens Bending
- 7 Coma and Astigmatism
- 7.1 Coma
- 7.1.1 Lens modules
- 7.1.2 Coma and lens bending
- 7.2 Aplanatic Lenses
- 7.3 Astigmatism
- 8 Aberrations of the Image Surface
- 8.1 Field Curves
- 8.2 Petzval Curvature
- 8.3 Field Curvature and Third-Order Coefficients
- 8.4 An Astigmatic Lens
- 8.5 Distortion
- 9 Chromatic Aberration
- 9.1 Refraction and Dispersion
- 9.2 Longitudinal Chromatic Aberration
- 9.3 Correcting Longitudinal Chromatic Aberration
- 9.4 An Example
- 9.5 Secondary Color and Superchromatism
- 9.6 Lateral Color
- 10 Reducing Aberrations
- 10.1 Defocus
- 10.2 Reducing Spherical Aberration
- 10.3 Reducing Coma
- 10.3.1 Stop shifting
- 10.3.2 Flipping a lens
- 10.4 Reducing Distortion
- 10.5 Reducing Field Curvature
- 10.5.1 Correcting astigmatism
- 10.5.2 Correcting Petzval
- 11 Analyzing the Performance of a Lens
- 11.1 Sensors
- 11.2 Spot Diagrams
- 11.3 Point Spread Function
- 11.4 Image Simulation
- 11.5 Modulation Transfer Functions
- 12 Designing a Lens
- 12.1 Defining the Problem
- 12.2 Specifying the System
- 12.3 Step 0: The Initial Assessment
- 12.4 Step 1: Fix the Design
- 12.5 Step 2: Shift the Stop
- 12.6 Step 3 : Add a Lens
- 12.6.1 Fictitious glasses
- 12.6.2 Constructing a doublet
- 12.6.3 Optimizing the doublet
- 12.7 Step 4: Add a Field Flattener
- 12.7.1 Optimizing the design
- 12.7.2 Add more points
- 12.8 Step 5: Return to Real Glasses
- 12.9 Step 6: Open Up the Lens
- Third Hiatus: Building a Lens
- H3.1 Fabricating a Lens
- H3.2 Mounting a Lens
- H3.3 Testing a Lens
- 13 Tolerancing
- 13.1 Assigning Tolerances
- 13.2.1 Lens parameter errors
- 13.2.2 Lens shape errors
- 13.2.3 Lens assembly errors
- 13.2 An Initial TOR Example: OSDsecureCam2
- 13.3 Tolerancing the OSDsecureCam2
- 13.3.1 Cumulative probability
- 13.3.2 A tolerance run in sensitivity mode
- 13.3.3 The cumulative probability plot
- 13.4 Adding a Compensator
- 13.5 Tightening Tolerances
- 13.6 The Lens Drawing
- 13.7 The Design Example: OSDsecureCam6
- 13.7.1 TOR run with default tolerances
- 13.7.2 Run using assigned tolerances
- 13.7.3 Interactive tolerancing
- 13.8 Interactive Tolerancing
- 13.9 Some Final Comments
Preface
The purpose of this text is to show you how to design of an optical system, using the optical design program, CODE V®. The design process from lens definition to the description and evaluation of lens errors and onto the improvement of lens performance will be developed and illustrated using the program. The text is organized so that a student will be able to (1) reproduce each step of the process including the plots for evaluating lens performance and to (2) understand their significance in producing a final design.
We chose CODE V because it is a well-regarded, full-featured optical design program that has a command line interface. This text is not a user's manual for CODE V. Synopsys has a set of books for that. Rather, the text starts with a single lens to demonstrate the laws of optics and illustrate the basic optical errors (aberrations) using CODE V. Then, through a series through the examples, demonstrations and exercises, you can follow each step in the design process using the CODE V commands to analyze and optimize the system to meet the specifications required for the lens to perform correctly. Once the design meets these specs, you can determine if your lens can be manufactured to a set of tolerances that permits a large fraction of them to be usable.
Although it is assumed that readers will follow the examples in the text and reproduce the results, you are encouraged to use them as jumping off points for an exploration of the designs. In addition to exercises with answers, we have added toward the end of the text, what we call, "Explorations": open-ended problems with several possible directions to explore the design space. But this exploration needn't be confined to the final chapters. If there is a design feature or strategy that piques your curiosity and you want to find out what happens when you make a change in the design, go ahead and explore the consequences. You can't break anything. However, remember to save your lens before you begin to tinker with things.
Because it is not possible to demonstrate important optical principles with every worthwhile program in a single text, we use CODE V. This text is written for a student to continually interact with the program. Although any commercial program can provide the tools to enter and modify designs, each program has its own interface and command syntax. For those who do not have immediate access to copies of CODE V, there are two possible ways to use this text. If you're connected with a college or university, there are arrangements for students to use CODE V for a modest fee for a limited time. For those who have access to other design programs, the operations and data entry may differ, but most of them will contain the same plotting, evaluation, and optimization functions as CODE V. So, with some translation, it should be possible to demonstrate the same operations as those used in the text. We hope that this text will engage your curiosity and provide directions that will encourage you to work through all of our examples. Designing optics is much like a game, where the rules are laid down by the laws of physics; where the pieces are surfaces, spaces, and glass; where aberrations are obstacles to be overcome; and where the goals are set by the practical requirements of a design. Have fun playing!
Donald C. O'Shea
Julie L. Bentley
June 2018
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