Post on 17-Jan-2016
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Lecture 7: Lambert’s law & reflection
Interaction of Light and Surfaces
Tuesday, 27 January
2.4.3 – 2.6.4 spectra & energy interactions (p.13 – 20), Remote Sensing in Geology, B S Siegal & A R Gillespie, 1980 -- available on class website
Previous lecture: atmospheric effects, scattering
Fresnel’s law
rs = (n-1) 2 + K2
(n+1) 2 + K2
N = refractive indexK = extinction coefficient for the solidrs = fraction of light reflected from the 1st surface
rs
The amount of specular (mirror) reflection is given by Fresnel’s Law
Light is reflected, absorbed , or transmitted (RAT Law)
Transmitted component
Absorption occurs here
Mineral grain
Light passing from one medium to another is refracted according to Snell’s Law
Snell’s law: n1·sin1 =n2·sin2
Beer’s law: (L = Lo e-kz)z = thickness of absorbing materialk = absorption coefficient for the solidLo = incoming directional radianceL = outgoing radiance
Fresnel’s Law describes the reflection rs of light from a surface
rs = ----------------(n -1)2 +K 2
(n+1)2 +K 2
n is the refractive index K is the extinction coefficient
K is not the same as k, the absorption coefficient in Beer’s law (I = Io e-kz) (Beer – Lambert – Bouguer Law)
K and k are related but not identical:
k = ---------4K
K is the imaginary part of the complex index of refraction:m=n-jK
This is the specular ray
Augustin Fresnel Fresnel lens
Complex refractive index
n* = n + i
Consider an electrical wave propagating in the x direction:Ex=E0,x·exp[i·(kx·x·-ωt)]kx = component of the wave vector in the x direction = 2/; = circular frequency
=2v=c/n* = n·λ; v = speed in light in medium; c = speed of light in vacuum; k=2/=·*/c
Substituting,Ex = E0,x·exp[i·(·(n+i·)/c·x·-ω·t)]Ex = E0,x·exp[(i··n·x/c-··x/c-i·ω·t)]Ex = E0,x·exp[-··x/c]·exp[(i·(kx·x·-ω·t))]
If we use a complex index of refraction, the propagation of electromagnetic waves in a material is whatever it would be for a simple real index of refraction times a damping factor (first term) that decreases the amplitude exponentially as a function of x. Notice the resemblance of the damping factor to the Beer-Lambert-Bouguer absorption law. The imaginary part of the complex index of refraction thus describes the attenuation of electromagnetic waves in the material considered.
Surfaces may be
- specular
- back-reflecting
- forward-reflecting
- diffuse or Lambertian
Smooth surfaces (rms<<l) generally are specular or forward-reflecting examples: water, ice
Rough surfaces (rms>>l) generally are diffuse example: sand
Complex surfaces with smooth facets at a variety of orientations are forward- or back-reflecting example: leaves
Reflection envelopes
These styles of reflection from a surface contrast with scattering within the atmosphere
diffusereflection
forward scattering
Types of scattering envelopes
Uniform scattering Forward scattering Back scattering
Forward scattering in snow
ski
Light escapes from snowbecause the absorption coefficient k in e-kz is small
This helps increase the“reflectivity” of snow
You can easily test this: observe the apparentcolor of the snow next to a ski or snowboard with a brightly colored base:What do you see?
snow
How does viewing and illumination geometry affect radiance from Lambertian surfaces?
i
I
I cos i
Illumination
i is the incident angle; I is irradiance in W m-2
The total irradiance intercepted by anextended surface isthe same, but flux density is reduced by 1/cos i --- the total flux per unit area of surface is smaller by cos i
Unit area
Unit area
How does viewing and illumination geometry affect radiance from Lambertian surfaces?
Viewerat zenith Viewer
at viewing angle e
Viewer at zenith seesr -1 I cos i W sr-1 per pixel
angularIFOV
Same IFOV
1 m2 For a viewer off zenith, the same pixel is not filled by the 1 m2 surface element and the measured radiance is
L = r L = r -1-1 I cos i I cos i cos ecos etherefore, point sources look darker as e increases
Unresolved surface element exactly fills the IFOV at nadir, but doesn’t off nadir – part of the pixel “sees” the background instead
How does viewing and illumination geometry affect radiance from Lambertian surfaces?
Viewerat zenith Viewer
at viewing angle e
Viewer at zenith still seesr -1 I cos i W sr-1 per pixel
angularIFOV
Same IFOV
1 m2
For a viewer off zenith, the same pixel now sees a foreshortened surface element with an area of 1/cos e m2 so that the measured radiance is
L = r L = r -1-1 I cos i I cos itherefore, point sources do not change lightness as e increases
Resolved surface element -pixels are filledregardless of e.
How does viewing and illumination geometry affect radiance from Lambertian surfaces?
i
I
I cos i
Reflection
R= I cos ie
i is the incident angle ; I is irradiance in W m-2
e is the emergent angle; R is the radiance in W m -2 sr-1
r
i
I
I cos i
L= I cos ie
i is the incidence angle; I is irradiance in W m-2
e is the emergence angle; L is the radiance in W m -2 sr-1
Specular ray would be at e=i if surface were smooth like glass
r
Lambertian Surfaces
Specular ray
i
L= I cos ir
The total light (hemispherical radiance) reflectedfrom a surface is L = r I cos i W m -2
Lambertiansurface -L is independentof e
Lambertian SurfacesRough at the wavelength of light
Plowed fields
DN=231
222
231
239
231
231239
the brightness of a snow field doesn’t depend on e, the exit angle
ii
Reprise: reflection/refraction of light from surfaces (surface interactions)
Incident ray
Refracted ray
Specular rayReflected light
° amount of reflected light = rr I cos I cos ii° amount is independentindependent of view angle ee° color of specularly reflected light is essentially unchanged° color of the refracted ray is subject to selective absorption° volume scattering permits some of the refracted ray to reach the camera
e
Effect of topography is to change incidence angle
i
Shadow
i’
For topography elements >> l and >> IFOV
This is how shaded relief maps are calculated (“hillshade”)
L= I cos i’r
Imageintensity
Shade vs. Shadow
Shadow – blocking of direct illumination from the sun
Shade – darkening of a surface due to illumination geometry. Does not include shadow.
i
Variable shaded surfaces Shadowed Surface
i’
29
33Confusion of topographic shading and unresolved shadows
Next we’ll consider spectroscopy fundamentals - what happens to light as it is refracted into the surface and absorbed - particle size effects - interaction mechanisms
Light enters a translucent solid - uniform refractive index
Light enters a particulate layer - contrast in refractive index
Light from coarselyparticulate surfaces will have a smaller fraction of specularly reflected light than light from finely particulate surfaces
Surface/volume ratio = lower
Surface/volume ratio = higher
Obsidian Spectra
0
0.05
0.1
0.15
0.2
0.25
0.3
0.35
0.4
0.45
350 850 1350 1850 2350
Rock
16 - 32
32 - 42
42 - 60
60 - 100
100 - 150
150 - 200
Wavelength (nm)
Finest
Coarsest (Rock)
Ref
lect
ance
mesh Rock 16-32 32-42 42-60 60-100 100-150 150-200
Next lecture:
1) reflection/refraction of light from surfaces(surface interactions)
2) volume interactions- resonance- electronic interactions- vibrational interactions
3) spectroscopy- continuum vs. resonance bands- spectral “mining”- continuum analysis
4) spectra of common Earth-surface materials