So...........................
We conducted a lot of experiments (physically) consulted some experts and finally was able to find out a proper way of implementing the physics in three.js. Read on.......
1. What is a lens??? A lens is basically a part of a sphere
2. What is the radius of curvature of a lens???
It is the radius of the sphere of which, it is a part.
3. What is the refractive index (u) of a lens.
In optics the refractive index (or index of refraction) n of a substance (optical medium) is a dimensionless number that describes how light, or any other radiation, propagates through that medium.
4. What happens when light passes through a lens???
The light bends depending on the radius and the u of the lens......
5. What is the focus of a lens?
It is the point where all the rays intersect the principal axis after convergence.
6. What happens when an object placed on side A is being viewed from different angles on side B???
The eye, the focus and the image is always lying on the same line.....
The reason for the displacement of the image is due to the curvature of the lens.
7. What is the relation between the focal length, the refractive index(u), and the radius of curvature(R).
This is related by the modified lens maker's formula
1/f = 2(u-1)/R
So from this it is evident that for a lens of constant refractive index, the focal length is directly proportional to radius of curvature. So this is what happens when the radius of curvature decreases.....
So these are some of the basic stuff that should be known to a developer who intends to build a virtual lab for the optics experiment......
Follow the link and watch a very basic fluid simulation in Blender 2.5
This actually works with all the 3 particle effects viz - domain, fluid and an obstacle.
Check it
This is my first try on fluid simulation in Blender 2.5...
More to come as my hands on animation is getting wet :)
The involvement in the project has been minimal in the past 3 to 4 months due to other engagements. And a glance over the development shows nil in the GLGE lighting features. That precisely has put us off on continuing with the framework.
A new choice has been "three.js" which gives marvellous results with lighting. Inspite of a small array of glitches and lacks, this poses to be a good platform for the virtual labs to base itself. So from here on in, three.js takes up the coding area in the pages..........