2 Theoretical Background 2.1 Mechanics In this section we briefly review the essential principles of mechanics needed for a course in applied robotic computation. Translational Motion - Consider a body (e.g. a mobile robot platform) that moves from an initial location x 0 to a new location x1 over a time t. This body has an average velocity given by, x1 x0 v t where v is a vector quantity having both a magnitude and a direction. Since it deals with only the initial and final conditions it does not tell us anything about the average speed of the body along the path from x 0 to x1 . x0 x1 , y1 x0 x0 , y0 We can write the instantanteous velocity as a function of time as, dx (t ) v (t ) dt where velocity is the time rate of change of the body position. We can express instantaneous speed as, dx (t ) s (t ) v (t ) dt The acceleration a (t ) is the time rate of change of the velocity and is given by, d v (t ) a (t ) dt The position, velocity and acceleration of a body are related by the basic kinematic equations as shown below: 1 x(t ) x0 v0 t a t 2 2 v(t ) v0 a0 t a(t ) const . acceleration Dead Reckoning - Computing the position of a moving object based on measurements of its initial position, velocity and acceleration is called dead reckoning. Consider the following simple, one-dimensional example. Example: A body accelerates in the positive x direction with a constant acceleration of 2 m/s2 for 1 second, then after 5 additional seconds it accelerates in the negative x direction with a constant acceleration of -1 m/s2 for 2 seconds. Determine the position and velocity of the body given an initial position of 10 m and an initial velocity of 0 m/s. Step 1: Compute the position and velocity at the end of 1 second. 1 x(1) 10 (0)(1) (2)(1) 2 11 m 2 v(1) 0 (2)(1) 2 m / s Step 2: Compute the position at the end of 6 seconds (i.e. now consider the 5 seconds of zero acceleration). 1 x(6) 11 (2)(5) (0)(5) 2 21 m 2 Step 3: Comupute the position and velocity at the end of 8 seconds (i.e. now consider the last 2 seconds of constant negative acceleration.) 1 x(8) 21 (2)( 2) (1)( 2) 2 23 m 2 v(8) 2 (1)( 2) 0 m / s The previous example was for one-dimensional motion. We can perform the same computations for two- or three-dimensional motion by considering the motion in each dimension separately. For higher dimensions the quantities x(t), v(t) and a(t) rather than scalar values. (see Exercise 2.2). Rotational Motion - Rotational motion is expressed in angular units such as degrees or radians. The angular velocity as a function of time is given by, (t ) d (t ) dt where (t ) is expressed in units of radians per second. Angular acceleration is expressed as (t ) d (t ) dt Just as with translational motion we can use the angular position, velocity and acceleration to describe the rotational motion of a rigid body. 1 2 (t ) 0 0 t 0 t 2 (t ) 0 0 t (t ) angular acceleration For our mobile robots will need to relate rotational motion and angular velocity of the wheels with translational motion and velocity of the robot platform. While we could compute these relationships based on the geometry of the wheels we will obtain a more accurate estimate of these parameters through experimentation. (see Exercise 2). Torque - Consider the situation in which a lever arm (e.g. a length of rod) is attached to a rotating shaft. The amount of force that can be generated at the end of the arm by a motor driving the shaft is a function of the length of the arm. This force at a distance is called torque and is expressed in units of force times length (e.g. oz-in, or gm-cm). force rotation Torque = Force x Distance distance weight The servos used to drive the wheels on the SPaRC-I are rated at a torque of 42 oz in. This means that the servo can lift a weight of 42 ounces at the end of a lever arm 1 inch long. Example: Compute the maximum (robot + payload) weight that can be pulled up an 30o incline by the SPaRC-I, given that the two drive wheels produce a torque of 42 oz-in each and have a diameter of 3 inches. Step 1: Determine the maximum force exerted at the surface of a wheel, and total pulling force of the SPaRC-I. f 42 oz in 28 oz 1.5 in f y 2 28 56 oz This is the weight that can be lifted vertically by the two drive wheels together. Step 2: In our example the force fy is the limit of the vertical component of the force being applied at a 30o angle. Ignoring friction (for now) we can compute the maximum weight that can be pulled up this inclined plane by, wmax fy sin 56 112 oz sin 30 or around 7 lbs. Remember that the amount of work is defined as force applied over a distance. Since the maximum force is limited we are using the inclined plane to trade force for distance to perform a given amount of work. ftot fy fx 30o Exercises 2.1: A body accelerates in the positive x direction with a constant acceleration of 2 m/s2 for 3 seconds, then after 10 additional seconds it accelerates in the negative x direction with a constant acceleration of -2 m/s2 for 2 seconds. Determine the position and velocity of the body given an initial position of 30 m and an initial velocity of -2 m/s. 2.2: Using dead reckoning determine the final position and final velocity of a robot undergoing the accelerations shown below. You may solve this problem analytically or graphically. Show all work. 2.3: Given a torque of 42 oz in for each of the two wheels and a wheel radius of 1.5 inches, determine the maximum incline that the SPaRC-I could pull a total weight of 20 lbs. 2.4: Given a maximum angular rate of the SPaRC-I drive motors of 270 deg/sec and a wheel radius of 1.5 inches compute the maximum translational speed of the robot. Linear Springs - The force exerted by an ideal linear spring under compression or tension is proportional to the force causing the distortion. This is Hooke's Law and it applies to springs in their linear range of operation. This is a circular definition since the linear range of operation for a spring is defined as the range of distortion over which Hooke's Law applies. In any case we can express this relationship as, Fs K S x where Fs is the force being applied to the spring, K s is a constant for the particular spring being considered and x is the total change in the position of the free end of the spring being distorted. x Fs Springs can also be distorted by twisting. In this case we refer to the torque (rather than the force) being applied to the spring and to the spring's restoring torque. In MKS units torque is measured in newton.meters. Ts K ' s The expression above give the relationship between the torque on the spring T s , the angular stiffness of the spring K's and , the angle through which the spring is twisted (measured in radians). As with compression and tension, this relationship is valid only in the linear range of operation for the spring. Gears - The most common uses for gears are to transfer or redirect mechanical motion and to change the rotational speed and torque between a motor and a drive train or other load. Electric and other types of motors achieve an optimum performance at rotational speeds that are usually much higher than is needed for most applications. A gearbox or gear train can be used to reduce the rotational speed and increase the torque of a motor. Ignoring frictional losses between the gears we can assume that the power into a gear train is equal to the power out of the gear train. For rotational motion, the power is the torque T times the angular velocity , so we can express the power of a drive motor as P1 T1 1 The power from the output of a gear train to which this motor is connected can be expressed as, P2 T2 2 But since P1=P2 we have, or T1 1 T2 2 T1 2 T2 1 N2= # teeth gear 2 D2 T1 T2 D1 N1= # teeth gear 1 The gear ratio for a pair of gears is the ratio of the number of teeth on each gear. For more than two gears the gear ratio is the product of the successive gear ratios for each pair of gears. chord pitch pitch circles backlash Backlash - The backlash is the amount by which the width of a tooth space exceeds the thickness of the engaging tooth on the pitch circles. Backlash is an important characteristic of gears because it accumulates through a gear train resulting in an uncertainty in the position of the output shaft relative to the position of the input shaft. Example: Compute the gear ratio for the gear train below comprised of three gears with N1=25, N2a=75, N2b=30, and N3=80. N2b N3 N1 N2a Gear 1 is meshed with gear 2 with three times as many teeth so the first gear turns three times for each revolution of the middle gear. The middle gear in this example is a compound gear in which two simple gears are combined. The relative rotation rate between the gear 2 and the gear 3 is 30/80. Therefore the combined gear ratio of this gear train is, 25 30 1 N tot 75 80 8 Which means that a the rotation of the output shaft (gear 3) is 1/8 the rotation rate of the input shaft (gear 1) and that the torque developed at the output would be eight times the input torque. Friction - The force of friction always tends to reduce the relative motion between objects in contact. This includes contact between solids, liquids or gasses in any combination. Friction generates sound and heat and thus saps energy from a system reducing the amount of useful work that can be performed for a given amount of energy input. Static Friction acts at the beginning of motion and is proportional to the area of contact between two surfaces. Static friction is non-zero only when there is no relative motion between the surfaces. Coulomb Friction is the component of kinetic friction (or the friction of motion between two surfaces) that is proportional to the force pressing the two surfaces together. Viscous Friction is the component of kinetic friction that is proportional to the velocity between two surfaces. Although we usually think of friction as a nuisance we make use of it in many important ways. Static friction holds a nut on a bolt and enables wheels to pull a vehicle along a surface. Coulomb friction is used in brakes to stop a vehicle and viscous friction is used in damper and shock absorbers to reduce vibrations and smooth erratic motion. 2.2 Electricity and Electronics In this section we briefly overview the essential principles of electricity and electronics needed for a course in applied robotic computation. Direct Current (DC) Basics - The fundamentals of the flow, restriction and accumulation of electrons in various materials has been well understood for centuries. However, the development and refinement of electronic devices and technologies continues. Since we will be using some of these devices in our robotics laboratory we will review their properties. Voltage - The voltage of an electrical power source, V (measured in volts) is the potential for pushing electrons through a conductor. The voltage of a source can be thought of as an electrical pressure. Resistance - The resistance to the flow of electrons in a material R (measured in ohms) is the inverse of conductance (measured in mhos). Generally, metals are good conductors while wood, plastic and rubber are insulators and other materials such as carbon and metal oxides are poor conductors (also called resistors). Conductors have low resistance, resistors can have a moderate to high resistance and insulators have an infinite resistance. Current - The current, I (meaured in amps or amperes) is a measure of the flow of electrons through a material. Ohm's Law - The relationship between the resistance R in a resistor, the voltage, V of an electrical source and the current, I in a circuit composed of connecting the conductor to the source is given by Ohm's Law. + V IR V I R - As indicated by this simple expression we can increase the current through the resistor by increasing the voltage or by reducing the resistance. Power - The battery or other electrical power source expends energy (MKS units of electrical energy are Joules) to push electrons through a resistor. The power P dissipated by a source V sustaining a current I in a resistor R (measured in watts or Joules/sec) is given by, V2 P IV I 2 R R An important underlying issue of this expression is the consideration of the maximum power that can be tolerated by an electrical component. The power generated in an electrical component by the flow of electrons is dissipated in the form of heat. Commercially produced resistors are rated for a maximum power dissipation. Typical resistor power ratings are 1/4 watt, 1/2 watt and 1 watt. Higher wattage resistors are produced for special purposes. Example: Consider a 100 ohm resistor connected to a 12 volt source in a simple circuit. Compute the power generated in the resistor. V2 R (12) 2 P 1.44 watts 100 P Series Circuits - A series circuit is one in which the components are connected end-to-end as shown below. Va = V R1 + V Vb = V.R2/(R1+R2) R2 Vc = 0 The electrons flowing in this circuit must pass through both resistors so the equivalent resistance of this circuit is the sum of the two resistors R1 and R2. Rtot R1 R2 (series) We can compute the voltage level at any point in this circuit. The voltage V a at any point from the positive end of the source to the resistor R 1 is equal to the source voltage. There is a voltage drop through this resistor proportional to the fraction of the total resistance controbuted by R1, so the voltage Vb is given by, Vb R2 V R1 R2 We can test the validity of this expression by varying the values of the resistances R1 and R2. For example, as R1 goes to zero the voltage Vb goes to V and as R2 goes to zero the voltage Vb goes to zero. This matches our understanding of voltage drops across resistors in a series circuit. We can compute the power dissipated in each resistor using the current through the circuit and the voltage drop (voltage difference) between the ends of each resistor. Example: Assuming that R1=100 ohms, R2=200 ohms and V=6 volts of the series circuit above, compute the voltage Vb and the power dissipated in each resistor, (P1 for R1 and P2 for R2). 200 2 Vb (6) (6) 4 volts 100 200 3 P1 P2 Va Vb 2 R1 Vb Vc 2 R1 22 0.04 watts 100 42 16 0.08 watts 200 200 Alternatively, we could compute the power using P I 2 R and V IR to find the current I in the resistors. V 6 I 0.02 amps R (100 200) P1 (0.02) 2 R1 (0.0004)(100) 0.04 watts P2 (0.0004)( 200) 0.08 watts Parallel Circuits - The components in a parallel circuit are connected side-byside as illustrated by the two resistors in the circuit below. + V - I1 R1 R2 I2 The electrons flowing in this circuit can pass through either R 1 or R2 so the total resistance to electron flow is less than it would be for either one of the resistors alone. The total resistance of a pair of resistors, R1, R2 connected in parallel is given by, RR 1 (parallel) Rtot 1 2 1 1 R1 R2 R1 R2 The power dissipated by each resistor can be computed using P V 2 / R where the voltage drop is the same for each resistor and is equal to the total source voltage. The current in each resistor is inversely proportional to its resistance and can be determined by Ohm's Law. Example: Compute the current I1, I2 in each resistor in a simple parallel circuit as shown above with R1=100 ohms, R2=500 ohms and V=10 volts. I1 V 10 0.10 amps R1 100 I2 V 10 0.02 amps R2 500 Capacitors - A capacitor is composed of a pair of conducting plates separated by an insulator. When a voltage is applied to the leads of a capacitor electrons accumulate on one of the plates and a depletion of electrons forms on the other. Since the plates are not in contact the electrons cannot continue to flow. The accumulation of electrons is called a charge. conductor + + + + + ++ + ++ + + - - - - -- - - insulator (dielectric) When a capacitor is charged the power source can be removed and it will hold its charge until the leads of the capacitor are connected to some conductor. The capacity to hold charge (called capacitance, symbol C) is measured in units of Farads. We can use a resistor to slow the rate of charge and discharge as shown in the simple RC-circuit shown below. When the switch is closed, the capacitor will begin to charge. The voltage drop across the capacitor will asymptotically approach the source voltage. The amount of charge (measured in volts) on the capacitor as a function of time is given by, t VC (t ) V 1 e RC where V is the source voltage, R is in ohms, C is in Farads and t is the time in seconds. The product R.C is called the RC-time constant and it represents the + Voltage time required for the voltage across the capacitor to increase by ~62.3% of the remaining voltage. C V R RC 2RC 3RC 4RC 5RC Time Voltage Once charged, a capacitor can be discharged by connecting it leads to a conductor. In the circuit below a capacitor, C with an initial charge producing a voltage VC is connected to a resistor R. When the switch is closed the capacitor will be discharged at a rate determined by the RC-time constant. + VC C - R RC 2RC 3RC 4RC 5RC Time V (t ) VC e t RC Example: Compute the voltage drop across the capacitor and the resistor in the circuit below 3 seconds after the switch is closed. C=10F, R=100K, V=10 v + C V R The instant the switch is closed, the voltage drop across the capacitor is zero, which means that the voltage drop across the resistor is V=10v. As the capacitor charges the voltage drop across the capacitor increases asymptotically while the voltage drop across the resistor decreases by a proportional amount. The RC-time constant is equal to (100x103)(100x10-6)=10 seconds, so we can compute the voltage drop across the capacitor after 3 seconds by, t 3 RC 10 VC V 1 e (10) 1 e (10)(1 0.741) 2.59 volts When two capacitors are connected in parallel the equivalent capacitance is the sum of the capacitance of each. When they are connected in series the equivalence capacitance is reduced. C parallel C1 C 2 C series 1 1 1 C1 C 2 C1 C1 C2 C2 Exercises 2.5: Given R1 through R6 = 100 and V=10v, find the voltage drop across and current through each resistor in the circuit below. R4 R1 + R5 V R2 R3 R6 2.6: What is the power dissipated by resistor R3 in the circuit above? 2.7: In the circuit below, the switch is flipped up for 1 second and then back down. Compute the voltage drop across the capacitor 5 seconds after the switch is flipped down. + 100F 10 v 100K - 10K 2.8: Compute the equivalent resistance of the following resistor networks. R R R R a. R R R R R b. R R R R R R R R R R c. R R R R R d. 2.9: Compute the equivalence capacitance of three capacitors C each with 60F capacitance connected in series. Diode - A diode is an electronic component that allows electrons to flow in one direction but not in the other direction. 1N4004 cathode anode anode cathode The direction of current is from the anode to the cathode. There are a wide variety of uses for and types of diodes. Normally diodes are used to redirect or restrict electron flow. A zener diode is used to drop the voltage of a source to some lower level. A light-emitting diode (LED) as shown below is used as an indicator. + long lead is cathode V R - There is a dual red-green LED on the BasicX-24. These devices are composed of two separate LEDs of different colors. When applied to a voltage source with a particular polarity one of the LEDs lights, and when the polarity is reversed the other lights. If alternatic current is applied both LED's light giving an impression of another color (e.g. yellow for a red-green dual LED). V R 2.3 Optics The Electromagnetic Spectrum - An electromagnetic (EM) wave is comprised of an oscillating electric field and a magnetic field. EM waves propagate through a vaccuum at around 3x108 meters/sec or 186,000 miles/hour. Electric Field E Magnetic Field B Different EM waves are characterized by their rates of oscillation which can be quantified as the frequency of the EM wave measured in Hertz or cycles/persecond. More commonly we refer to the distance traveled by the wave during one period of its oscillation also called the wavelength. EM waves can vary greatly in length. The units of wavelength vary according to the region of the electromagnetic spectrum we are considering. For example radio waves range from several hundred meters down to less than 1 meter in length; radiant heat (infrared energy) is comprised of EM waves measured in millionths of a meter or microns and can range from a few hundred microns down to around 1 micron; visible light is measured in Angstroms or nanometers (1x10-9 meters) and ranges from between 780 and 380 nanometers. When we refer to visible light we mean light that is visible to humans, however electro-optical components and some animals can see in the near-IR and ultraviolet (UV) regions of the spectrum. Photoresistors and photovoltaics can be made that respond to IR, NIR, visible and UV wavelengths. Sources of Light - Sources of light can be natural or artificial. The distribution of energies at the various wavelengths is referred to as the spectral power distribution of the light source. Spectral Responsivity - The sensitivity of a light sensor as a function of the wavelength of the light is called the spectral responsivity of the sensor. It is important to match the spectral responsivity of the light sensor to the spectral power distribution of the light source. Blackbody - A blackbody radiator is a theoretical material that reflects emits 100% of its thermal energy as radiant energy. Planckian Radiators - Planck's Law gives the relationship between the spectral power distribution of a blackbody radiator and its temperature. The distribution of EM energy emitted from a blackbody as a function of wavelength for various temperatures is shown below. Color Temperature - Color temperature refers to the heat of a light source. As color temperatures vary, so does the distribution of energy at each wavelength. This distribution is quantified by Planck's Law. The following tutorial is from http://www.adobe.com/support/techguides/color/colortheory/vision.html The Interaction of Light and Matter - The nature of light and the visible spectrum one of the three factors that permit us to see colors and light. The second factor has to do with the interaction of light and matter, for when we see an object as blue or red or purple, what we're really seeing is a partial reflection of light from that object. The color we see is what's left of the spectrum after part of it is absorbed by the object. First, let's look at the general properties of light interacting with matter. When light strikes an object it will react in one or more of the following ways depending on whether the object is transparent, translucent, opaque, smooth, rough, or glossy: • It will be wholly or partly transmitted. • It will be wholly or partly reflected. • It will be wholly or partly absorbed. Transmission - Transmission takes place when light passes through an object without being essentially changed; the object, in this case, is said to be transparent: Some alteration does take place, however, according to the refractive index of the material through which the light is transmitted. Refractive Index is the ratio of the speed of light in a vacuum to the speed of light in a given transparent material (e.g., air, glass, water). For example, the RI of air is 1.0003. If light travels through space at 186,000 miles per second, it travels through air at 185,944 miles per second—a very slight difference. By comparison, the RI of water is 1.333 and the RI of glass will vary from 1.5 to 1.96—a considerable slowing of light speed. The point where two substances of differing RI meet is called the boundary surface. At this point, a beam of transmitted light (the incident beam) changes direction according to the difference in refractive index and also the angle at which it strikes the transparent object. This is called refraction. Light striking the surface of an object straight on (that is, at normal incidence) will pass through without refraction (as in the illustration above). But light striking at any other angle will be refracted as well as partially reflected: The RI of a substance is further affected by the wavelength of the light striking it. The RI of a transparent object is higher for shorter wavelengths and lower for longer ones. This is most apparent in the refraction of a light beam through a prism. The red end of the visible spectrum does not refract as much as the violet end. The effect is a visible separation of the wavelengths. The rainbow is another example, where sunlight is refracted through raindrops in a manner similar to the refraction of light through a glass prism. If light is only partly transmitted by the object (the rest being absorbed), the object is translucent. The degree of absorption is the only essential difference. Light transmitted through a translucent object reflects and refracts according to the same principles as light transmitted through a transparent object. Reflection - As we've seen above, light that strikes a transparent object is transmitted in part and reflected in part. But when light strikes an opaque object (that is, an object that does not transmit light), the object's surface plays an important role in determining whether the light is fully reflected, fully diffused, or some of both. A smooth or shiny surface is one made up of particles of equal, or nearly equal, refractive index. These surfaces reflect light at an intensity and angle equal to the incident beam: Scattering, or diffusion, is another aspect of reflection. When a substance contains particles of a different refractive index, a light beam striking the substance will be scattered. The amount of light scattered depends on the difference in the two refractive indices and also on the size of the particles. Most commonly, light striking an opaque object will be both reflected and scattered. This happens when an object is neither wholly glossy nor wholly rough. Absorption - Finally, some or all of the light may be absorbed depending on the pigmentation of the object. Pigments are natural colorants that absorb some or all wavelengths of light. What we see as color, are the wavelengths of light that are not absorbed. However, the wavelengths of light that concern us most are the red, green, and blue wavelengths. These are the basis for the tristimulus response in human vision, as well as a significant part of color reproduction. Spectral Reflectance/Transmittance Curve - Just as spectral power distributions are a property of a light source, the spectral reflectance or transmittance curve is a property of a colored object. Spectral reflectance refers to the amount of light at each wavelength reflected from an object as compared to a pure reflection (e.g., from a pure white object that reflects 100% at all wavelengths). Spectral transmittance refers to the amount of light at each wavelength that is transmitted through a transparent colored object as compared to the amount transmitted through a clear medium such as air. Below are some examples of spectral reflectance curves for objects that appear red, yellow, blue, and purple: The importance of spectral reflectance or transmittance curves lies in their contribution toward the definition of color. As we've mentioned, seeing color depends on the triad of light source, colored object, and the human eye. The wavelengths reflected or transmitted from or through an object determine the stimulus to the retina that provokes the optical nerve into sending responses to our brains that indicate color. The Physiology of Human Vision - The third part of the color triad is human vision. After all consideration has been made to the nature of the light and the spectral reflectance of the object being viewed, how you see color depends on the combination of three distinct stimuli of the retina. For this reason, human vision is often referred to as a tristimulus response. This aspect of seeing color was well described by British physicist James Clerk Maxwell who wrote in 1872, We are capable of feeling three different color sensations. Light of different kinds excites these sensations in different proportions, and it is by the different combinations of these three primary sensations that all the varieties of visible color are produced. Maxwell's studies, along with those of Thomas Young and Hermann von Helmholtz, form the basis for all currently held views on human color vision. Vision Basics - The simple mechanics of human vision are as follows: • The cornea draws light and focuses it on the lens, which adjusts for distance. As it travels from the cornea to the lens, the light passes through an aperture called the pupil. This aperture narrows and widens in response to the brightness or dimness of the surrounding light by the action of the iris (the colored part of the eye). • The lens then passes the light through a transparent gel called the vitreous humor and focuses an inverted image of the object being viewed on the retina at the back of the eyeball. • The retina is the light-sensitive part of the eye and its surface is composed of photoreceptors or nerve endings. These receive the light and pass it along through the optic nerve as a stimulus to the brain. The photoreceptors are of two types, rods and cones. The greatest concentration of rods and cones is in an area of the retina called the fovea. In the very center of the fovea is an area called the foveola composed entirely of cones. The area of the fovea/foveola is the most light- and color-sensitive part of the retina. Cut-Away View of the Human Eye Anatomy of the Human Vision System Stimulus - The stimulus received by the brain is what we see as color. Thespectral power distribution of the light source, times the spectral reflectance of the colored object, times the spectral sensitivity of the cones in the human eye equals the stimulus of color that we see. http://www.adobe.com/support/techguides/color/colortheory/vision.html The CIE (Commision Internatinale de L'Eclairage) Standard Observer Curve This curve shows that humans are most sensitive to green light and least sensitive to red and blue. This curve also closely matches the sensitivity of the monochromatic sensor used in black-and-white film and in black-and-white video cameras. Spectral Sensitivity - Similar to the spectral power distributions and spectral reflectance curves we discussed in the preceeding sections, visual sensitivity to colored light is also characterized by a graph called a spectral response or sensitivity curve. We mentioned above that certain cones are sensitive to red, green, or blue light. However, the sensitivities don't actually peak at these wavelengths; instead, the curves cover portions of the spectrum, which could be called reddish, greenish, and bluish. For example, the r sensitivity curve covers the wavelengths from 475nm to about 700nm and peaks at roughly 590nm which is yellow light. Below are the sensitivity curves for the r, g, and b cones as well as the curve for the scotopic vision of the rods: Spatial Acuity - Another measure of your vision is the spatial resolution or acuity. This is what is measured by the standard eye chart. Your ability to resolve (recognize) objects at a distance is typically stated in relative terms. For example a person with normal sight is said to have 20/20 vision. This means that your ability to regonize images (at 20 feet) is what is normal for humans. A person with 20/400 vision is able to recogize objects at 20 feet that are recognizible at 400 feet by a person with "normal vision". What is really being measured here is the angular resolution, or the ability to resolve two lines separated by a given angle. As range to the test object increases the effective angular separation decreases. The sharpest vision (for normal 20/20 vision) or highest angular resolution is around 1 line-pair per arcmin or 1/60 of a degree. Human visual acuity drops off quickly as we move away from the visual axis. The image transmitted from the eye to the visual cortex of the brain undergoes a form of compression. This natural image compression take the form of a bandpass filter. Lateral inhibition and excitation together lead to a bandpass characteristic of the contrast sensitivity function of the human visual system. This image compression is lossy. One of the functions of the visual cortex is to reconstruct the image from this compressed information. Usually this reconstruction works well but we can set up examples the illustrate the limitations this processing using some simple optical illusions. Optical Illusions Sitting within 2 feet of this image, try to count the black dots at the intersections of the gray lines. The width of the gray lines is less than your visual acuity in your peripheral vision but greater than your visual acuity in the region of sharp focus. Therefore you will experience a "ringing" in the image near an abrupt change in contrast in your peripheral vision. The gray lines in the image below are all horizontal and parallel to each other. The skewed alternating black and white boxes interfere with our ability to properly reconstruct this image. Finally, we can test our ability to correctly process moving images. Look at the black dot in the center of the image below as you move your head toward and away from the image. Creating Images The synthetic camera model for creating images simulates the casting of light rays onto the image plane through an optical imaging system. The Pinhole Camera - The simplest camera is a pinhole in an enclosure through which light passes from the subject (object) to cast an inverted image on the opposite side of the enclosure. The size of the image relative to the object is a function of the ratio of the distance from the pinhole to the image and from the pinhole to the object. Due to the geometry and the fact that light (in a homogeneous medium) travels in a straigh line the angular subtense of the image to the pinhole always equals the angular subtense of the object to the pinhole. The Synthetic Camera Model - The synthetic camera model requires us to make a number of decisions concerning image size and format. In addition to deciding the physical size of the image we are creating, we need to choose a field of view (FOV). This is the angular subtense of the scene to be represented in the image. When we use the synthetic camera model for generating images with the computer we will need to choose the type "lens" system to model.