When To Use Ray Aiming
Michael Humphreys
Senior Product Manager for Developer Ecosystem experience with a background in optical manufacturing, optical hardware testbed development, and optical simuation
This article will talk about what Ray Aiming is, when to use it and some recommendations if you get errors.
Summary
The tl;dr summary:
Defining a Ray
A ray is fully defined by knowing the starting location, the initial direction and the wavelength.?If the first two values are fully defined using XYZ positions and LMN direction cosines, then we don’t have to do any conversion for the ray trace algorithm.?However, all systems are defined using Hx/Hy normalized field coordinates and Px/Py normalized pupil coordinates.?From these 2 sets of points in space, OpticStudio needs to calculate the XYZ starting location and the LMN initial direction cosine.
For all systems in the OpticStudio GUI, the XYZ starting position is well defined with the Hx/Hy starting pair; if it’s a finite conjugate, the XYZ are explicitly defined in the Lens Data Editor and the Field Data Editor and if it’s an infinite conjugate system the XYZ are on a plane tangent to the chief ray in object space.?
The tricky situation comes with figuring out the initial direction cosines. With the Hx/Hy defined, OpticStudio needs a second plane located somewhere else in the optical system to calculate another set of "target points" on and then determine what LMN direction cosine connects the two sets of points.?
With no Ray Aiming, OpticStudio uses the Paraxial Entrance Pupil as this second plane and as long as there are very “low mapping differences” (pupil aberrations) between the Paraxial Entrance Pupil and the actual Stop, using the Entrance Pupil is fine.?These pupil aberrations are defined as a percent difference of a real ray hitting the same normalized location in both the Entrance Pupil and the Stop (i.e., the chief ray goes through the center or the marginal ray hits the edge).?You can see these aberrations by clicking Analyze > Aberrations > Pupil Aberrations:
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If the total pupil aberrations are less than about 1%-2%, then ray aiming is not needed.
Ray Aiming
If ray aiming is needed, then OpticStudio uses an 2 step iterative algorithm to change the initial LMN direction cosine until the ray hits the correctly defined Px/Py position in the actual Stop (and not the Entrance Pupil); the initial XYZ is also modified for infinite conjugate systems as long as the ray still falls on the plane tangent to the chief ray.?The first step is to find a single "best guess" ray that mathematically traces from the Object Plane to the Stop. If this "best guess" ray makes it to the Stop, then OpticStudio will slightly iterate this ray until it makes it to the correct Px/Py location. If this "best guess" ray does not make it to the Stop, then a more robust search algorithm is used to try to determine the direction cosine for any ray that can make it to the Stop. If Ray Aiming fails, it's typically because OpticStudio cannot efficiently find a ray that makes it from Object Plane to the Stop.
The difference between Paraxial Ray Aiming and Real Ray Aiming is how the physical stop size is set if the Aperture Type is set to anything other than Float By Stop Size.?Since most first-order properties use the Paraxial Entrance Pupil (F/#, NA, efl, m,?etc), Paraxial Ray Aiming uses paraxial rays to determine the size of the Stop; this option makes sure that first-order properties are still calculated using the Paraxial Entrance Pupil.?Real Ray Aiming will use real rays rather than paraxial rays to find the size of the Stop.?For both algorithms, once the size of the Stop is determined, the same algorithm is used to determine the initial XYZ and LMN value and real rays are traced through the system for aberration analysis.?However, Real Ray Aiming is about 2x-8x slower and fails in more instances than Paraxial Ray Aiming.
Ray Aiming Rules of Thumb
A few things to consider when using Ray Aiming:
How to Fix Errors
If there are errors (for advanced users and compiled by a computational physicists at Zemax):
Senior Optical Engineer, designer/builder, simulator, hands-on tester, of opto-mechanical systems across physics, chemistry, biology, and space applications
4 个月"If Pupil Aberrations are less than 2%, do not use Ray Aiming" This generalization is not helpful. What is needed is a specific description of how one should measure pupil abberrations in the first place. Also, which aberrations? All? What field angle? All wavelengths, or just primary? Does robust ray aiming need to be engaged as well? What if the source is not infinitely far away, or is inside the hyperfocal distance? I wish I had a penny for every optical sumulation instruction that did not state the obvious impacting details.