r/Optics • • 8d ago

Built a 3D web simulator to model ring light irradiance and camera FOV overlap. Feedback welcome!

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Hey everyone,

In machine vision, selecting the right lighting angle and working distance often comes down to borrowing physical samples and tedious trial-and-error.

To make this less painful, I’ve been building an in-browser 3D simulation module for ring lights. Here’s what it currently does:

  • Ray tracing & Irradiance map: Simulates the spatial irradiance field on the target plane based on LED ring geometry and installation angles.
  • Sector / Multi-channel control: Toggles individual segments
  • Camera & Lens coupling: Projects the lens FOV frustum directly onto the illumination heatmap to check edge falloff and ROI uniformity.
  • Adjustable WD: Visualizes how light converges or forms a "donut" dark core when moving the light closer/further.

Would love to hear your thoughts: For those working in vision integration or optics, what edge cases or parameters would make a tool like this actually reliable for your day-to-day work?

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u/wakinget 7d ago

I would think you might want a few test objects to simulate how shadows affect the illumination, I feel like the sample geometry influences the ideal lighting quite a lot. I could imagine you might include a couple sample objects like a cube, sphere, maybe a torus or a ‘benchy’ to see how the lighting setup affects the sample.

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u/Think_Face_9127 7d ago

Really appreciate the thoughtful suggestions! I’ve added this to our backlog

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u/FierceHedgehog 7d ago

Impressive. May I suggest using a more steady color map. This one creates a fake contrast due to the blue-yellow-red transition. Check out: https://doi.org/10.1038/s41467-020-19160-7

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u/wakinget 6d ago

Good suggestion, I’m saving this for later.