Polarisation of reflected light

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Discussion Overview

The discussion revolves around the behavior of linearly polarized light when reflected off surfaces, particularly in the context of 3D and VR cinema projections. Participants explore the factors influencing the polarization of reflected light and the implications for optical performance.

Discussion Character

  • Exploratory
  • Technical explanation
  • Debate/contested

Main Points Raised

  • One participant questions whether the polarity of reflected light is influenced by the angle of incidence, the angle of reflectance to the eye, the difference between these angles, or if it is independent of these factors.
  • Another participant suggests using the Fresnel equations to analyze the polarization of reflected light, although they do not clarify how these apply to opaque materials.
  • A participant raises concerns about applying the Fresnel equations to opaque materials and seeks clarification on the ratio of p to s components for light scattered in all directions.
  • There is a suggestion that the discussion may relate to metallic surfaces, with references to additional resources for further reading.
  • One participant notes the potential confusion between linear and circular polarization in 3D projection systems, indicating a specific interest in linear polarization.
  • A participant expresses interest in the effects of high angles of incidence and reflection on stereo contrast and cross-talk in a linear projection system.

Areas of Agreement / Disagreement

Participants express varying levels of understanding and interest in the topic, with some focusing on specific applications in 3D cinema while others explore the underlying physics. There is no consensus on the factors affecting the polarization of reflected light or the applicability of the Fresnel equations in this context.

Contextual Notes

Participants mention the Brewster angle and the optical properties of screen materials, indicating that the discussion may be limited by assumptions about material behavior and the specific conditions of light reflection.

sperryrand
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Hi,

I have a question regarding the projection of polarised light onto a screen, such as commonly used in 3D or VR cinemas. I'm only concerned with linearly polarised light for the moment.

I understand that when light undergoes reflection the polarity is altered.
I've attached a diagram. Light from projector is typically polarised at 45 degrees to the horizontal.
My question is, is the polarity of the reflected light a function of:
a) angle of incidence θi,
b) the angle of reflectance to the eye θv,
c) or the difference between v and r: θvr, or
d) none of the above?
Is there a simple expression, or does it depend greatly on the optical properties of the screen material? Does the Brewster angle have anything to do with this?

Thanks in advance,
M
 

Attachments

  • ReflectedPolarLight.png
    ReflectedPolarLight.png
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Hi,

Thanks. A few things are unclear to me..
a) How do I use these equations for an opaque material, where there is no transmittance or refraction? (What is the refractive index of an opaque material?)
b) These equations seem to tell me the amount of light reflected or transmitted along r - the reflection of i. But I need the ratio of the "p" component to the "s" component for light scattered in all directions.
Sorry if I am missing something obvious.
M
 
sperryrand said:
Hi,

I've attached a diagram. Light from projector is typically polarised at 45 degrees to the horizontal.

It's not clear if you are really interested in 3D projection or just in the phenomenon itself.
But I thought that in 3D projection they use circular polarization.
 
Hi,

I'm interested in the degradation of stereo contrast (i.e. increase in cross-talk) caused by high angles of incidence and reflection.
Yes, in some theatres it is circular, but in others linear. Here, I have a linear system.
M
 

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