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Topics. Review of Light for Vision Illumination Vision Lighting Sources Review of Illumination and Techniques Sample Applications Examples Using Near IR and Near UV Light Filters are Useful, Too! Standard Lighting Method Optional Materials Measuring and Specifying LED Light Power

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  1. Topics • Review of Light for Vision Illumination • Vision Lighting Sources • Review of Illumination and Techniques • Sample Applications Examples • Using Near IR and Near UV Light • Filters are Useful, Too! • Standard Lighting Method • Optional Materials • Measuring and Specifying LED Light Power • Strobing Mini-tutorial

  2. Standard Lighting Method 1) Knowledge of: • Lighting types and application advantages & disadvantages • Vision camera sensor quantum efficiency & spectral range • Illumination Techniques and their application fields relative to surface flatness & surface reflectivity • lllumination Technique Requirements & Limitations 2) Familiarity with the 4 Cornerstones of Vision Illumination: • Geometry • Structure (Pattern) • Wavelength (Color) • Filtering 3) Detailed Analysis of: • Immediate Inspection Environment – Physical constraints and requirements • Sample – Light Interactions w/ respect to your Unique Sample

  3. Review of Light for Vision Illumination

  4. Characterizing Light for Vision Light: Photons propagating as a transverse electromagnetic energy wave and characterized by: - Frequency:Varies inversely with wavelength (Hz – waves/sec) - Measured Photon Intensity:Radiometric and Photometric (more later) - Wavelength (Most common for Machine Vision) - expressed in nanometers (nm) or microns (um) - 100 nm = 0.1 um = 1/10,000,000th of a meter! - a human hair is ~ 100 um (100,000 nm) wide Photons: Energy packets exhibiting properties of waves and particles.

  5. Characterizing Light for Vision Light diffracts (bends) around edges – implications for back lighting. It moves more slowly, thus refracts (disperses) through media of different densities. The amount of refraction is directly proportional to its frequency, and thusinversely proportional to its wavelength. Example - violet light has a higher frequency, thus it is refracted more than red through a given medium. The amount of refraction also is directlyproportional to the ratio of media densities and inversely proportional to the angle of incidence.

  6. Angle of Dispersion White Light Courtesy Wikimedia Commons n = 1.5 (glass) n = 1.0 (air) Light Refraction Example Light is refracted as: n (glass) / n (air) 1.5 / 1.0 = 1.5 n = Index of Refraction Visible light is a very small portion of the “electromagnetic spectrum” How small? ~ 1 / 1000th of 1%!

  7. Sources • LED - Light Emitting Diode • Quartz Halogen – W/ Fiber Optics • Fluorescent • Metal Halide (Microscopy) • Xenon • High Pressure Sodium • Ultraviolet (Black Light) • Infrared • Electro-luminescent

  8. Lighting Source Comparisons

  9. Lighting – Intensity vs. Spectrum Quartz Halogen / Tungsten Mercury (Purple) 100 Daytime Sunlight Relative Intensity (%) 80 Fluorescent 60 White LED Xenon 40 20 Red LED 0 300 400 500 600 700 Wavelength (nm)

  10. Brief Review of Light and Optics for Vision Illumination

  11. The light type and technique tailored for the specific application that allows the vision system do its job better. Sample-Appropriate Lighting Critical for a successful inspection Provides for a quality, consistent & robust lighting environment Saves development time, effort & resources better applied to other aspects of the vision system

  12. The Visible Light Spectrum • Light is Seen Differently by film, humans and CCDs IR UV 390 455 470 505 520 595 625 660 695 735 400 nm 500 nm 600 nm 700 nm Human Visible Range

  13. Camera vs. Eye Response 80 60 Standard Analog Absolute QE (%) Daytime Vision Night-adapted Vision 40 20 0 300 400 500 600 700 800 900 1000 Wavelength (nm) QE and LED Monochrome Light Let your vision system determine sensitivity and wavelength!

  14. Sensors and Wavelength IR Enhanced Analog 80 Digital Interline Transfer Standard Analog CMOS Absolute QE (%) 60 UV Enhanced Analog Human Photopic Human Scotopic IR Block (Short Pass) 40 20 0 300 400 500 600 700 800 900 1000 Wavelength (nm)

  15. Where Does the Light Go? • Total Light In = Reflected + Absorbed + Transmitted Light Illumination Absorb Reflect Transmit Emit

  16. Reflection on Specular Surfaces • Light reflects at the angle of incidence • Just like a pool ball off the bumper F1 = F2 1 2 • Surface Angle determines where light comes from in order to illuminate the surface

  17. Solid Angle and Geometry Solid angle: Effective surface area of a light / radius2 of the cone. • Ring Light or Spot Light • Small Solid Angle • Ring Light or Spot Light at greater WD • Smaller Solid Angle • Dome, Axial Diffuse or Flat Diffuse • Large Solid Angle Note: Shorter WD and larger light increase the effective solid angle.

  18. Light Interaction Convergence of Concepts (Sample – Light – Lens**) Contrast Resolution Spatial Spectral Focal Length / Field of View Focus Working Distance / Stand-off Sensitivity **3-D Working Volume: Strong inter-relationship You cannot solve vision problems working in a vacuum!

  19. Review of Lighting Techniques

  20. 3 Lighting Acceptance Criteria • It’s All About (creating) Contrast! • Feature Separation, or Segmentation 1) Maximum contrast • features of interest 2) Minimum contrast • features of no interest (noise) 3) Minimum sensitivity to normal variations • minor part differences • presence of, or change in ambient lighting • sample handling / presentation differences

  21. 4 Lighting Cornerstones How do we change contrast? • Change Light / Sample / Camera Geometry • 3-D spatial relationship • Change Light Pattern (Structure) • Light Head Type: Spot, Line, Dome, Array • Illumination Type: B.F. – D.F. – Diffuse – B.L. • Change Spectrum (Color / Wavelength) • Monochrome / White vs. Sample and Camera Response • Warm vs. Cool color families – Object vs. Background • Change Light Character (Filtering) • Affecting the wavelength / direction of light to the camera Need to understand the impact of incident light on both the part of interest and its immediate background!

  22. Common Lighting Techniques Partial Bright Field Dark Field Back Lighting Diffuse Dome Axial Diffuse Flat Diffuse Full Bright Field

  23. Bright Field vs. Dark Field Typical Co-axial Ring Light – Sample Geometry Dark Field Bright Field

  24. Dark Field vs. Bright Field Dark Field Lights in Grey Areas Partial Bright Field Lights in White Area Mirrored Surface Scratch

  25. Bright Field vs. Dark Field Bright Field Lighting Dark Field Lighting

  26. Dark Field Example • Angled light – 45 degrees or less • Used on highly reflective surfaces • OCR or surface defect applications

  27. Stamped Date Code Bright field spot light Dark Field ring light Line light Bright field ring light • Recessed metal part • Reflective, textured, flat or curved surface

  28. UPC Bar Code Bright Field Ring Light Dark Field Ring Light Broad Area Linear Array Axial Diffuse Illuminator Reading under Cellophane

  29. Diffuse Dome • Similar to the light on an overcast day. • Creates minimal glare.

  30. Ink Jet OCR Dark Field Ring Light Bright Field Ring Light Diffuse Dome Axial Diffuse Illuminator • Purple Ink • Concave, reflective surface

  31. Diffuse Dome Illumination • Surface Texture Is Deemphasized • Best Choice for Curved Shiny Parts

  32. Axial Diffuse • Light directed at beam splitter • Used on reflective objects

  33. Axial Diffuse Illumination • Surface Texture Is Emphasized • Angled Elevation Changes Are Darkened

  34. Flat Diffuse Flat Diffuse Coaxial BF Ring Coaxial DF Ring Diffuse Dome Diffuse Coaxial • Diffuse sheet directed downward • Long WD and larger FOV • Hybrid diffuse (dome and coaxial)

  35. Backlight Illumination • Locates edges – Gauging • Internal defects in translucent parts • Hole-finding • Presence / Absence • Vision-Guided Robotics: Incl. Pick & Place • Useful for translucent materials

  36. Q Q Backlight Illumination Light Diffraction: Bending around obstacles Q = l / D,where Q is the diffraction angle and D is opening width High-accuracy gauging: Use monochrome light Shorter wavelengths best Use collimation – parallel rays Longer l light penetrates samples better D D Red Blue

  37. Simple Back Lighting Example 660 nm Red Backlight • Small Bottle – blue-green • Consider colors and materials properties also. • Longer wavelength isn’t always best for penetration! 880 nm IR Backlight 470 nm Blue Backlight

  38. Collimated Backlight Illumination Collimation Film No Collimation Collimation

  39. High- Accuracy Gauging • Back lighting • Monochrome light better • Shorter wavelength a little better • Collimation even better • Optical collimation better than film • Minimal distortion lens • Telecentric lens best • Measurement calibration – CRITICAL* • Focus - CRITICAL* * Less critical if using a telecentric lens

  40. Technique vs. Sample Surface Axial Diffuse Bright Field Flat Diffuse Dark Field Diffuse Dome / Cylinder Surface Reflectivity Matte Mixed Mirror Specular Flat Geometry Independent Area Surface Texture / Shape Uneven Topography Curved

  41. Lighting Technique Requirements

  42. Using Color Lighting to our Advantage

  43. Using Color Use Colored Light to Create Contrast Warm Cool • Use Like Colors or Families to Lighten(green light makes green features brighter) • Use Opposite Colors or Families to Darken(red light makes green features darker) R V O B Y G

  44. Increasing Contrast with Color Warm Cool R V O B Y G Red Green Blue White Consider how color affects both your object and its background! White light will contrast all colors, but may be a contrast compromise.

  45. Using Near IR and Near UV Light

  46. Imaging Beyond “Visible” – Near IR • Infra-red (IR) light interacts with sample material properties, often negating color differences. White light – B&W Camera IR light – B&W Camera

  47. Imaging Beyond “Visible” – Near IR • Near IR light can penetrate materials more easily because of the longer wavelength. Red 660 nm Back Light IR 880 nm Back Light

  48. Imaging Beyond “Visible” – Near IR • Red 660 nm light reveals the blue dot matrix printed bottle date & lot codes. IR 880nm Back Light Red 660nm Back Light

  49. Imaging Beyond “Visible” – Near UV • Near UV light when used w/ a matched UV excitation dye, illuminates codes and structural fibers. • Top Image Set: Diaper • Lower Image Set: Motor Oil Bottle

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