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Kuva:Two-Slit Diffraction.png – Wikipedia

Kuva:Two-Slit Diffraction.png

Wikipedia


Tämä kuvatiedosto on Wikimedia Commonsista. Kuva on Wikimedia-projektien yhteiskäytössä. Kuvan sivulla Commons-wikissä on lisätietoja kuvasta ja sen käyttöoikeustiedot.


This is a drawing explaining two-slit diffraction: Planar wavefronts with wavelength λ (straight, vertical blue lines in the left-hand side of the image) arrives from the left at a barrier (thick yellow line) which have two slits or holes in it, at a distance d from each other. On the right-hand side of the barrier, the circular wavefronts that "leak" through the slits interfere with one another. This causes the light to scatter so that in certain directions, called orders (gray arrows labeled m0, m1, and m2), the light "concentrates" in beams while little or no light is emitted in the directions in between these orders.

This image was rendered using the Persistence Of Vision Raytracer (POV-Ray for short) and the image description below. Note that to render this image, your POV-Ray installation needs to have access to the TrueType™ fonts timesbi.ttf (Times New Roman, bold & italic), timesbd.ttf (Times New Roman, bold), and symbols.ttf (various symbols, including greek letters), in order to render the white letters and numbers shown in the image.


I, the author of this work, hereby publish it under the following license:
GNU head Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License".

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[edit] Image description for use in POV-Ray

/*
================================================
Two-Slit Diffraction
------------------------------------------------
Created by Søren Peo Pedersen - see my user page
at http://da.wikipedia.org/wiki/Bruger:Peo
================================================
*/

#declare WavefrontColor=<.2,.4,1>; // Wavefronts (default: blue)
#declare BarrierColor=<1,.8,.2>;   // Barrier (default: Yellow)

union { // The barrier with two slits in it:
  box {<-.1,.6,-.01>,<.1,5,.01>}    // Part above the slits
  box {<-.1,-.4,-.01>,<.1,+.4,.01>} // Part between the slits
  box {<-.1,-5,-.01>,<.1,-.6,.01>}  // Part below the slits
  pigment {color rgb BarrierColor} finish {ambient 1}
  }

#local Cnt=1;   // Loop that puts some wavefront lines
#while (Cnt<5)  // to the left of the barrier
  cylinder {<(.5-Cnt)*0.37,-5,0>,<(.5-Cnt)*0.37,5,0>,.02
  pigment {color rgb WavefrontColor} finish {ambient 1}}
  #local Cnt=Cnt+1;
#end

// Arrows to indicate the directions of diffraction orders:
#macro OrderArrow(Start,End,Direction)  // Macro to render one arrow
  union {
    triangle {<End,0,.01>,<End-1,-.3,.01>,<End-1,.3,.01>}     // Forms an arrow
    triangle {<End-1,-.1,.01>,<End-1,.1,.01>,<Start,.1,.01>}  // stretching from
    triangle {<End-1,-.1,.01>,<Start,.1,.01>,<Start,-.1,.01>} // Start to End a-
    pigment {color rgb .6}                                    // long the +X ax-
    finish {ambient 1}                                        // is, then turns
    rotate <0,0,Direction>                                    // it to Direction
    }
#end
// Use the above macro to indicate 0th thru 2nd order diffraction:
#object {OrderArrow(1.3,3.3,47.73141557)}   // 2nd order upwards
#object {OrderArrow(1,5.7,21.71561728)}     // 1st order upwards
#object {OrderArrow(.5,5.4,0)}              // 0th order horizontal
#object {OrderArrow(1,5.7,-21.71561728)}    // 1st order downwards
#object {OrderArrow(1.3,3.3,-47.73141557)}  // 2nd order downwards

// "m=(number)" legends at each diffraction order
#macro Mlig(Number) // Macro to render "m=" in bold italic, followed
  union {           // by the given Number in bold non-italic
    text {ttf "timesbi.ttf" "m=",.01,0}
    text {ttf "timesbd.ttf" str(Number,0,0),.01,0 translate <1.4,0,0>}
    pigment {color rgb 1}
    finish {ambient 1}
    scale .6
    translate <0,0,-.2>            
    }                       
#end
// Use the above macro to label each order of diffraction:
#object {Mlig(2) translate <.3,1.95,0>}   // 2nd opder upwards
#object {Mlig(1) translate <3.1,1.8,0>}   // 1st order upwards
#object {Mlig(0) translate <4,-.65,0>}    // 0th order    
#object {Mlig(1) translate <3.1,-2.1,0>}  // 1st order downwards
#object {Mlig(2) translate <.3,-2.3,0>}   // 2nd order downwards

// Angle-measuring "arcs" to indicate angles of diffraction:
#macro Angle(Degrees,Index,Radius)
  union {
    difference {  // The arc part:
      cylinder {<0,0,-.1>,<0,0,-.11>,Radius}        // A cylinder, whose cur-
      plane {<0,Degrees,0>,0}                       // ved surface defines the
      plane {<0,-Degrees,0>,0 rotate <0,0,Degrees>} // arc, then parts of it
      pigment {                                     // are cut away using pla-
        cylindrical                                 // ne. Then it gets a cy-
        color_map {                                 // lindrical pigment thats
          [0 color rgbt <1,1,1,0.5>]                // transparent at the cen-
          [0.2 color rgbt <1,1,1,0.75>]             // ter so you only see it
          [1 color rgbt <1,1,1,1.0>]                // out near the curved
          }                                         // part.
        rotate <90,0,0>
        scale Radius
        }
      finish {ambient 1}
      }
    union { // "Nametag"; Greek "theta" with the given Index number:
        text {ttf "symbol.ttf","q",0.1,0 pigment {color rgb 1} finish {ambient 1} scale .6 translate <-.2,-.2,0>}
        text {ttf "timesbd.ttf",str(Index,0,0),0.1,0 pigment {color rgb 1} finish {ambient 1} scale .4 translate <.1,-.3,0>}
        translate <(Radius+.3)*cos(radians(Degrees/2)),(Radius+.3)*sin(radians(Degrees/2)),-.2>
        }
    }
#end
// Use the above macro to indicate the angles of diffraction:
#object {Angle( 21.71561728,1,3)}   // Show 1st order diffraction angle upwards
#object {Angle(-47.73141557,2,1.6)} // Show 2nd order diffraction angle downwards

#local Hole=-.5;  // Loop run twice; once for
#while (Hole<1)   // each slit in the barrier.
  box {<-.6,Hole-.02,-.2>,<-.2,Hole+.02,-.1>                  // Little lines and
    pigment {color rgb 1} finish {ambient 1}                  // triangular arrow-
    }                                                         // heads showing the
  triangle {                                                  // distance between
    <-.5,Hole*.98,-.2>,<-.4,Hole*.5,-.2>,<-.6,Hole*.5,-.2>  // the two slits in
    pigment {color rgb 1} finish {ambient 1}                // the barrier.
    }

  #local Cnt=1;   // Loop run "several" (20) times to render concentric
  #while (Cnt<20) // wavefronts emanating from each slit in the barrier:
    difference {
      torus {(Cnt-.5)*0.37,.02}   // Torus to form the arc, minus a plane to
      plane {<1,0,0>,.1}            // cut away part of arc left of the barrier
      pigment {color rgb WavefrontColor} finish {ambient 1}
      rotate <90,0,0> translate <0,Hole,0>
      }
    #local Cnt=Cnt+1;
  #end
  #local Hole=Hole+1;
#end

union { // Various letters and arrowheads:
  text {ttf "timesbi.ttf","d",0.1,0     // The "d" representing the distance
    scale .6 translate <-.66,-.2,-.2>}  // between the slits in the barrier
  text {ttf "symbol.ttf","l",0.1,0      // Greek letter "lambda" representing
    scale .6 translate <-.89,1.5,-.2>}   // the wavelength
  triangle {<-0.525,1.7,0>,<-0.325,1.6,0>,<-0.325,1.8,0>} // Arrowheads left and
  triangle {<-0.955,1.7,0>,<-1.155,1.6,0>,<-1.155,1.8,0>} // right of "lambda"
  pigment {color rgb 1} finish {ambient 1}
  }

camera {  // Viewpoint:
  orthographic        // No perspective
  location <2.1,0,-5> // Looking from this position
  look_at <2.1,0,0>   // Looking towards this position
  }

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