Sphere
- class iadpython.sphere.Sphere(d_sphere, d_sample, d_entrance=0, d_detector=0, r_detector=0, r_wall=0.99, r_std=0.99)[source]
Bases:
object
Container class for an integrating sphere.
- - d_sphere
diameter of integrating sphere [mm]
- - d_sample
diameter of the sample port [mm]
- - d_entrance
diameter of the port that light enters the sphere [mm]
- - d_detector
diameter of the detector port [mm]
- - r_detector
reflectivity of the detector
- - r_wall
reflectivity of the wall
- - r_std
reflectivity of the standard used with the sphere
Example:
>>> import iadpython as iad >>> s = iad.Sphere(200, 20) >>> print(s)
Attributes Summary
Getter property for detector port diameter.
Getter property for detector port diameter.
Getter property for entrance port diameter.
Getter property for sample port diameter.
Getter property for sphere diameter.
Getter property for reflectance standard.
Getter property for wall reflectivity.
Methods Summary
approx_relative_cap_area
(d_port)Calculate approx relative area of spherical cap.
cap_area
(d_port)Calculate area of spherical cap.
gain
(URU[, r_wall])Determine the gain relative to a black sphere.
multiplier
([UR1, URU, r_wall])Determine the average reflectance of a sphere.
relative_cap_area
(d_port)Calculate relative area of spherical cap.
Attributes Documentation
- a_wall
Getter property for detector port diameter.
- d_detector
Getter property for detector port diameter.
- d_entrance
Getter property for entrance port diameter.
- d_sample
Getter property for sample port diameter.
- d_sphere
Getter property for sphere diameter.
- r_std
Getter property for reflectance standard.
- r_wall
Getter property for wall reflectivity.
Methods Documentation
- gain(URU, r_wall=None)[source]
Determine the gain relative to a black sphere.
If the walls of the sphere are black then the light falling on the detector is the diffuse light entering the sphere divided by the surface area on the sphere (P/A).
If the walls are perfectly white (and ports are perfectly absorbing) then all the entering light exits through the ports. (P/A_ports)
The gain caused by 0% reflecting sphere walls (no port refl) is
\[\mbox{gain} = \frac{(P/A)}{(P/A)} = 1\]The gain caused by 100% reflecting sphere walls (no port refl) is
\[\mbox{gain} = \frac{(P/A_ports)}{(P/A)} = \frac{A_total}{A_ports}\]- Parameters:
URU – reflectance from sample port for diffuse light
r_wall – wall reflectance
- Returns:
gain on detector caused by bounces inside sphere
- multiplier(UR1=None, URU=None, r_wall=None)[source]
Determine the average reflectance of a sphere.
The idea here is that UR1 is the reflection of the incident light for the first bounce. Three cases come to mind
1. If the light hits the sample first, then UR1 should be the sample reflectance for collimated illumination.
2. If light hits the sphere wall first, then UR1 should be the wall reflectance.
If light is enters the sphere completely diffuse then UR1=1
As defined by LabSphere, “Technical Guide: integrating Sphere Theory and application” using equation 14
- Parameters:
UR1 – sample reflectance for normal collimated irradiance
URU – sample reflectance for diffuse irradiance
r_wall – wall reflectance
- Returns:
sphere multiplier