In this paper, a simple test of special relativity involving light transmission through a uniformly moving medium and Fresnel’s drag coefficient is discussed. It is shown using Fresnel drag that there is a difference...In this paper, a simple test of special relativity involving light transmission through a uniformly moving medium and Fresnel’s drag coefficient is discussed. It is shown using Fresnel drag that there is a difference in propagation time of two light beams travelling in opposite directions in such a medium and that this time difference is independent of the index of refraction of the medium. This result has been experimentally confirmed by Wang et al. but cannot be explained by special relativity. Fresnel drag in the context of ether theory provides a full and accurate explanation that is consistent with the existence of a preferred frame.展开更多
通过当前图形硬件提供的GPU可编程管线的特性、GPU并行计算思想以及Shader Model 3.0的顶点采样的新特性对海水进行建模,又通过LOD技术优化海水模型。采用了存储高度信息的250张纹理图,通过与时间相关联的纹理动画技术对高度图进行叠加...通过当前图形硬件提供的GPU可编程管线的特性、GPU并行计算思想以及Shader Model 3.0的顶点采样的新特性对海水进行建模,又通过LOD技术优化海水模型。采用了存储高度信息的250张纹理图,通过与时间相关联的纹理动画技术对高度图进行叠加,实现海水波动。通过顶点法线算法,镜像算法和渲染到纹理技术等多种算法的有机结合,实现水面的反射、折射和菲涅尔效果等水面光照效果。实验证明该算法能够很好地满足人们对真实感和实时性的要求(60FPS以上),可实现虚拟现实中实时水面的生成。展开更多
从双缝干涉的简单理论出发,将光栅分解为许多组双缝,利用人们熟知的干涉条纹间距公式导出Talbot成像位置,结论与Talbot效应公式一致。并由实验证实,在(2 m 1)d2/λ(m为正整数)的位置得到的为横向平移d/2的周期像,并非原周期性物的负反...从双缝干涉的简单理论出发,将光栅分解为许多组双缝,利用人们熟知的干涉条纹间距公式导出Talbot成像位置,结论与Talbot效应公式一致。并由实验证实,在(2 m 1)d2/λ(m为正整数)的位置得到的为横向平移d/2的周期像,并非原周期性物的负反差像。展开更多
文摘In this paper, a simple test of special relativity involving light transmission through a uniformly moving medium and Fresnel’s drag coefficient is discussed. It is shown using Fresnel drag that there is a difference in propagation time of two light beams travelling in opposite directions in such a medium and that this time difference is independent of the index of refraction of the medium. This result has been experimentally confirmed by Wang et al. but cannot be explained by special relativity. Fresnel drag in the context of ether theory provides a full and accurate explanation that is consistent with the existence of a preferred frame.
文摘通过当前图形硬件提供的GPU可编程管线的特性、GPU并行计算思想以及Shader Model 3.0的顶点采样的新特性对海水进行建模,又通过LOD技术优化海水模型。采用了存储高度信息的250张纹理图,通过与时间相关联的纹理动画技术对高度图进行叠加,实现海水波动。通过顶点法线算法,镜像算法和渲染到纹理技术等多种算法的有机结合,实现水面的反射、折射和菲涅尔效果等水面光照效果。实验证明该算法能够很好地满足人们对真实感和实时性的要求(60FPS以上),可实现虚拟现实中实时水面的生成。