For grating in the optical pick-up head, the compensability between the longitudinal and transverse error practical references on the manufacture of grating.
Well equipped, these instruments feature: multiple entrance and exit ports, high precision wavelength drives, extended range operation, Echelle, and oversize grating mounting capabilities.
According to the theory of scalar diffraction, first, the equipollence of spatial distribution of the plane-wave interferential field and parallel projective sine grating is discussed.
As a practical example, an astigmation corrected scanning flat holographio concave grating (SFHCG) is designed and some results of the numerical and optical experiments are given.
The wavelength division effect of grism in a multi-wavelengths optical system is discussed, the grism consist of a tranditional optical prism and a diffraction optical phase grating.
The facility measuring 3D glow curve is mainly consists of a polychromator, linear sample heater and a high sensitive CCD detector which are interfaced to a microcomputer.
Thus, with rasterization, we turn triangles into fragments which are groups of pixels that come from the same triangle and share the same texture or color.
To pull this off, computers needed an extra piece of hardware that could read characters out of RAM, and convert them into raster graphics to be drawn onto the screen.
Chu demonstrated the " invisibility" at the event, and he made his legs disappear directly with the help of a magical material called " lenticular grating" that allows light to be refracted regularly.
For a given fragment we take the center of each pixel and use the vertex normals and coordinates of the pre-rasterized triangle to calculate the barycentric normal of that particular pixel.
If the graphics card saw the 8-bit code for the letter " K" , then it would raster scan the 2D pattern for the letter K onto the screen, in the appropriate position.
As a result, the process and calculations within vertex shading, rasterization, and fragment shading are recalculated for every single frame once every 8.3 milliseconds for a game running at 120 frames a second.