CAMOFLGE
CAMOFLGE
OPTICAL CAMOUFLAGE
(Submitted in partial fulfillment of the requirement for the award of the degree of)
BACHELOR OF TECHNOLOGY IN ELECTRONICS AND COMMUNICATION ENGINEERING Submitted By SURABHI RAJESH ROLL NO.09GE1A0431 Under the guidance of G.LAVANYA Dept. of E.C.E
DATE:
CERTIFICATE
This is to certify that the technical Report entitled OPTICAL
H.O.D
PRINCIPAL
External Examiner
ACKNOWLEDGEMENTS
I take this opportunity to remember and acknowledge the cooperation, good will and support both moral and technical extended by several individuals out of which my project has evolved. I shall always cherish my association with them. I greatly thankful to my, Mr. Dr. T. SRIHARI , Principal of our college, for extending his help. I shall forever cherish my association with him for his encouragement, approachability, absolute freedom of thought and action. We thank Mr. B. RAJ KUMAR, Associate Professor and Head of Department of Electronics and Communication Engineering whose suggestions and encouragement have immensely helped me in the completion of the project. I would be thankful to My Internal Guide Mrs.G.LAVANYA, for his encouragement, suggestions and support in completing my project. With immense gratitude and pleasure I take this opportunity to thank My Parents and Friends who have been a catalyst in the realization of my project.
S.RAJESH (09GE1A0431)
1. INTRODUCTION 2. OPTICAL CAMOUFLAGE 2.1.TECHNOLOGY FOCUS 3. PRINCIPLE OF CAMOUFLAGE 3.1. RETROREFLECTIVITY 4. COMPONENTS 4.1. VIDEO CAMERA 4.2. PROJECTOR 4.3.COMPUTER 4.4. COMBINER 4.5.THE CLOAK 5. TECHNOLOGY 6. WORKING 7. APPLICATIONS 8. ADVANTAGES & DISADVANTAGES 9. CONCULSION 10. REFERENCES
CHAPTER 1 INTRODUCTION
Invisibility has been on humanity's wish list at least since Amon-Ra, a deity who could disappear and reappear at will, joined the Egyptian pantheon in 2008 BC. With recent advances in optics and computing and with the advent of flexible electronics such as a flexible liquid crystal display, that would allow the background image to be displayed on the material itself, however, this elusive goal is no longer purely imaginary. In 2003, three professors at University of Tokyo Susumu Tachi, Masahiko Inami and Naoki Kawakami created a prototypical camouflage system in which a video camera takes a shot of the background and displays it on the cloth using an external projector.
They can even reflect images when the material is wrinkled. The same year Time magazine named it the coolest invention of 2003. It is an interesting application of optical camouflage and is called the Invisibility Cloak. Through the clever application of some dirtcheap technology, the Japanese inventor has brought personal invisibility a step closer to reality. Their prototype uses an external camera placed behind the cloaked object to record a scene, which it then transmits to a computer for image processing.
The key development of the cloak, however, was the development of a new material called retroreflectum. Professor Tachi says that this material allows you to see a threedimensional image. The computer feeds the image into an external projector which projects the image onto a person wearing a special retro reflective coat. This can lead to different results depending on the quality of the camera, the projector, and the coat, but by the late nineties, convincing illusions were created. That was only one invention created in this field and researches are still being carried out in order to implement it using nanotechnology.
The English zoologist Edward Bagnall Poulton studied animal coloration , especially camouflage. In his 1890 book The Colours of Animals, he classified different types such as "special protective resemblance" (where an animal looks like another object), or "general aggressive resemblance" (where a predator blends in with the background, enabling it to approach prey).
The experiments showed that swallowtailed moth pupae were camouflaged to match the backgrounds on which they were reared as larvae. Poulton's "general protective resemblance"[6] was at that time considered to be the main method of camouflage, as when Frank Evers Beddard wrote in 1892 that "tree-frequenting animals are often green in colour. Among vertebrates numerous species of parrots, iguanas, tree-frogs, and the green tree-snake are examples" Beddard did however briefly mention other methods, including the "alluring coloration" of the flower mantis and the possibility of a different mechanism in the orange tip butterfly. He wrote that "the scattered green spots upon the under surface of the wings might have been intended for a rough sketch of the small flowerets of the plant [an umbellifer], so close is their mutual resemblance. He also explained the coloration of sea fish such as the mackerel "Among pelagic fish it is common to find the upper surface dark-coloured and the lower surface white, so that the animal is inconspicuous when seen either from above or below. The artist Abbott Handerson Thayer formulated what is sometimes called Thayer's Law, the principle of countershading.[However, he overstated the case in the 1909 book Concealing-Coloration in the Animal Kingdom, arguing that "All patterns and colors whatsoever of all animals that ever preyed or are preyed on are under certain normal circumstances obliterative" (that is, cryptic camouflage), and that "Not one 'mimicry' mark, not one 'warning color'... nor any 'sexually selected' color, exists anywhere in the world where there is not every reason to believe it the very best conceivable device for the concealment of its wearer", ] and using paintings such as Peacock in the Woods (1907) to reinforce his argument. The English zoologist Hugh Cott 1940 book Adaptive Coloration in Animals corrected Thayer's errors, sometimes sharply: "Thus we find Thayer straining the theory to a fantastic extreme in an endeavour to make it cover almost every type of coloration in the animal kingdom." Cott built on Thayer's discoveries, developing a comprehensive view of camouflage based on "maximum disruptive contrast", countershading and hundreds of examples. The book explained how disruptive camouflage worked, using streaks of boldly contrasting colour, paradoxically making objects less visible by breaking up their outlines. While Cott was more systematic and balanced in his view than Thayer, and did include some experimental evidence on the effectiveness of camouflage,] his 500 page textbook was, like Thayer's, mainly a natural history narrative which illustrated theories with examples.
Many marine animals that float near the surface are highly transparent, giving them almost perfect camouflage.However, transparency is difficult for bodies made of materials that have different refractive indices from seawater. Some marine animals such as jellyfish have gelatinous bodies, composed mainly of water; their thick mesogloea is acellular and highly transparent. This conveniently makes them buoyant, but it also makes them large for their muscle mass, so they cannot swim fast, making this form of camouflage a costly trade-off with mobility.Gelatinous planktonic animals are between 50 and 90 per cent transparent. A transparency of 50 per cent is enough to make an animal invisible to a predator such as cod at a depth of 650 metres (2,130 ft); better transparency is required for invisibility in shallower water, where the light is brighter and predators can see better. For example, a cod can see prey that are 98 per cent transparent in optimal lighting in shallow water. Therefore, sufficient transparency for camouflage is more easily achieved in deeper waters. Some tissues such as muscles can be made transparent, provided either they are very thin or organised as regular layers or fibrils that are small compared to the wavelength of visible light. A familiar example is the transparency of the lens of the vertebrate eye, which is made of the protein crystallin, and the vertebrate cornea which is made of the protein collagen Other structures cannot be made transparent, notably the retinasor equivalent light-absorbing structures of eyes they must absorb light to be able to function. The camera-type eye of vertebrates and cephalopods must be completely opaque. Finally, some structures are visible for a reason, such as to lure prey. For example, the nematocysts (stinging cells) of the transparent siphonophore Agama okenii resemble small copepods. Examples of transparent marine animals include a wide variety of larvae, including coelenterates, siphonophores, salps (floating tunicates), gastropod molluscs, polychaete worms, many shrimplike crustaceans, and fish; whereas the adults of most of these are opaque and pigmented, resembling the seabed or shores where they live. Adult comb jellies and jellyfish obey the rule, often being mainly transparent. Cott suggests this follows the more general rule that animals resemble their background: in a transparent medium like seawater, that means actually being transparent. The small Amazon river fish Microphilypnus amazonicus and the shrimps it associates with, Pseudopalaemon gouldingi, are so transparent as to be "almost invisible"; further, these species appear to select whether to be transparent or more conventionally mottled (disruptively patterned) according to the local background in the environment.
Camouflage is occasionally used to make buildings less conspicuous: for example, in South Africa, towers carrying cell telephone antennae are sometimes camouflaged as tall trees with plastic branches, in response to "resistance from the community". Since this method is costly (a figure of three times the normal cost is mentioned), alternative forms of camouflage can include using neutral colours or familiar shapes such as cylinders and flagpoles. Conspicuousness can also be reduced by siting masts near or actually on other structures. Hunters of game have long made use of camouflage in the form of materials such as animal skins, mud, foliage, and green or brown clothing to enable them to approach wary game animals. Field sports such as driven grouse shooting conceal hunters in hides (also called blinds or shooting butts). Modern hunting clothing makes use of fabrics that provide a disruptive camouflage pattern; for example, in 1986 the hunter Bill Jordan created cryptic clothing for hunters, printed with images of specific kinds of vegetation such as grass and branches.
Optical camouflage is developed with the simplicity of Columbus egg. A projector projects the image of the background onto the masked object. A camera behind the masked object takes the image of the background. The object that needs to be transparent is painted or covered with the Retroreflective material. The projected image is composed by computer using an image-based rendering method to create the image that should be seen from the viewpoint of the user from the image from the viewpoint of the camera
Fig.2.1
This technology is currently only in a very primitive stage of development. Creating complete optical camouflage across the visible light spectrum.
The optical camouflage works on the principle of RETROREFLECTIVITY. A camera behind the masked object takes the image of the background. The object that needs to be transparent is painted or covered with the Retroreflective material. The projected image is composed by computer using an image-based rendering method to create the image that should be seen from the viewpoint of the user from the image from the viewpoint of the camera
3.1 RETROREFLECTIVITY
The cloak that enables optical camouflage to work is made from a special material known as retro-reflective material. A retro-reflective material is covered with thousands and thousands of small beads. When light strikes one of these beads, the light rays bounce back exactly in the same direction from which they came. To understand why this is unique, look at how light reflects off of other types of surfaces. A rough surface creates a diffused reflection because the incident (incoming) light rays get scattered in many different directions. .
Fig 3.1.1
A perfectly smooth surface, like that of a mirror, creates what is known as a specular reflection a reflection in which incident light rays and reflected light rays form the exact same angle with the mirror surface In retro-reflection, the glass beads act like prisms, bending the light rays by a process known as refraction. This causes the reflected light rays to travel back along the same path as the incident light rays The result is An observer situated at the light source receives more of the reflected light and therefore sees a brighter reflection. Retro-reflective materials are actually quite common. Traffic signs, road markers and bicycle reflectors all take advantage of retro-reflection to be more visible to people driving at night. Movie screens used in most modern commercial theaters also take advantage of this material because it allows for high brilliance under dark conditions.
A retro reflector is a device that sends light or other radiation back where it came from regardless of the angle of incidence, unlike a mirror, which does that only if the mirror is exactly perpendicular to the light beam. Retro reflectors are clearly visible in a pair of bicycle shoes. Light source is a flash a few centimeters above camera lens. A reflection in which incident light rays and reflected light rays form the exact same angle with the mirror surface In retro-reflection, the glass beads act like prisms, bending the light rays by a process known as refraction. This causes the reflected light rays to travel back along the same path as the incident light rays. Retro-reflective materials are actually quite common. Traffic signs, road markers and bicycle reflectors all take advantage of retro-reflection to be more visible to people driving at night. Movie screens used in most modern commercial theaters also take advantage of this material because it allows for high brilliance under dark conditions. A retro reflector is a device that sends light or other radiation back where it came from regardless of the angle of incidence, unlike a mirror, which does that only if the mirror is exactly perpendicular to the light beam.
The diaphragm is placed in the light path of a lens or objective, and the size of the aperture regulates the amount of light that passes through the lens. The centre of the diaphragm s aperture coincides with the optical axis of the lens system. Most modern cameras use a type of adjustable diaphragm known as an iris diaphragm, and often referred to simply as an iris. The number of blades in an iris diaphragm has a direct relation with the appearance of the blurred out-of-focus areas in an image, also called Bokeh. The more blades a diaphragm has, the rounder and less polygon-shaped the opening will be. This results in softer and more gradually blurred out-of-focus areas.
Fig 3.1.2
A retro reflector is a device that sends light or other radiation back where it came from regardless of the angle of incidence, unlike a mirror, which does that only if the mirror is exactly perpendicular to the light beam. Retro reflectors are clearly visible in a pair of bicycle shoes. Light source is a flash a few centimeters above camera lens. a reflection in which incident light rays and reflected light rays form the exact same angle with the mirror surface In retro-reflection, the glass beads act like prisms, bending the light rays by a process known as refraction. This causes the reflected light rays to travel back along the same path as the incident light rays.
CHAPTER 4 COMPONENTS
4.2 PROJECTOR
The modified image produced by the computer must be shone onto the garment, which acts like a movie screen. A projector accomplishes this task by shining a light beam through an opening controlled by a device called an iris diaphragm. An iris diaphragm is made of thin, opaque plates, and turning a ring changes the diameter of the central opening. For optical camouflage to work properly, this opening must be the size of a pinhole.
This ensures a larger depth of field so that the screen (in this case the cloak) can be located any distance from the projector. In optics, a diaphragm is a thin opaque structure with an opening
(aperture) at its centre. The role of the diaphragm is to stop the passage of light, except for the light passing through the aperture. Thus it is also called a stop (an aperture stop, if it limits the brightness of light reacting the focal plane, or a field stop or flare stop for other uses of diaphragms in lenses).
The diaphragm is placed in the light path of a lens or objective, and the size of the aperture regulates the amount of light that passes through the lens. The centre of the diaphragm's aperture coincides with the optical axis of the lens system. Most modern cameras use a type of adjustable diaphragm known as an iris diaphragm, and often referred to simply as an iris. The number of blades in an iris diaphragm has a direct relation with the appearance of the blurred out-of-focus areas in an image, also called Bokeh. The more blades a diaphragm has, the rounder and less polygon-shaped the opening will be. This results in softer and more gradually blurred out-of-focus areas.
4.3 COMPUTER
A computer is a machine for manipulating data according to a list of instructions. All augmented-reality systems rely on powerful computers to synthesize graphics and then superimpose them on a real-world image. For optical camouflage to work, the hardware/software combo must take the captured image from the video camera, calculate the appropriate perspective to simulate reality and transform the captured image into the image that will be projected onto the retro-reflective material. Image-based rendering techniques are used. Actually, applying HMP-based optical camouflage to a real scene requires image-based rendering techniques.
4.4 COMBINER
Combiner is also called beam splitter. The system requires a special mirror to both reflect the projected image toward the cloak and to let light rays bouncing off the cloak return to the user's eye. This special mirror is called a beam splitter, or a combiner - a half-silvered mirror that both reflects light (the silvered half) and transmits light (the transparent half). If properly positioned in front of the user's eye, the combiner allows the user to perceive both the image enhanced by the computer and light from the surrounding world.
This is critical because the computer-generated image and the real-world scene must be fully integrated for the illusion of invisibility to seem realistic. The user has to look through a peephole in this mirror to see the augmented reality. It reflects the projected image towards cloak. It reflects the projected image towards the cloak. It reflects the projected image towards cloak.
Fig 4.4
The cloak that enables optical camouflage to work is made from a special material known as retro-reflective material. A retro-reflective material is covered with thousands and thousands of small beads. When light strikes one of these beads, the light rays bounce back exactly in the same direction from which they came. A rough surface creates a diffused reflection because the incident (incoming) light rays get scattered in many different directions. A perfectly smooth surface, like that of a mirror, creates what is known as a specular reflection a reflection in which incident light rays and reflected light rays form the exact same angle with the mirror surface. In retro-reflection, the glass beads act like prisms, bending the light rays by a process known as refraction. This causes the reflected light rays to travel back along the same path as the incident light rays. The result: An observer situated at the light source receives more of the reflected light and therefore sees a brighter reflection. Retro-reflective materials are actually quite common. Traffic signs, road markers and bicycle reflectors all take advantage of retro-reflection to be more visible to people driving at night. Movie screens used in most modern commercial theaters also take advantage of this material because it allows for high brilliance under dark conditions. The pure science aspects of the field are often called optical science or optical physics. This technology is currently only in a very primitive stage of development. Creating complete optical camouflage across the visible light spectrum would require a coating or suit covered in tiny cameras and projectors, programmed to gather visual data from a multitude of different angles and project the gathered images outwards in an equally large number of different directions to give the illusion of invisibility from all angle. Retro reflectors are clearly visible in a pair of bicycle shoes. Light source is a flash a few centimeters above camera lens. A reflection in which incident light rays and reflected light rays form the exact same angle with the mirror surface In retro-reflection, the glass beads act like prisms, bending the light rays by a process known as refraction. This causes the reflected light rays to travel back along the same path as the incident light rays.
FIG 4.5
Light source is a flash a few centimeters above camera lens. A reflection in which incident light rays and reflected light rays form the exact same angle with the mirror surface In retro-reflection, the glass beads act like prisms, bending the light rays by a process known as refraction. This causes the reflected light rays to travel back along the same path as the incident light rays.
CHAPTER 5 TECHNOLOGY
The technology used here is by the advantage of augmented-reality technology. Optical camouflage doesnt work by way of magic. It works by taking advantage of something called augmented-reality technology a type of technology that was first pioneered in the 1960s by Ivan Sutherland and his students at Harvard University and the University of Utah. Augmented reality (AR) is a field of computer research which deals with the combination of real world and computer generated data.
That is an example of how it looks like when viewed through the display of augmented reality system. At present, most AR research is concerned with the use of live video imagery which is digitally processed and "augmented" by the addition of computer generated graphics. Advanced research includes the use of motion tracking data fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. It is virtual reality that aims to duplicate the world's environment in a computer. An augmented reality system generates a composite view for the user that is the combination of the real scene viewed by the user and a virtual scene generated by the computer that augments the scene with additional information. The virtual scene generated by the computer is designed to enhance the user's sensory perception of the virtual world they are seeing or interacting with. The goal of Augmented Reality is to create a system in which the user cannot tell the difference between the real world and the virtual augmentation of it. The real world and a totally virtual environment are at the two ends of this continuum with the middle region called Mixed Reality. Augmented reality lies near the real world end of the line with the predominate perception being the real world augmented by computer generated data. Augmented virtuality a term created by Milgram(Milgram and Kishino 1994; Milgram, Takemura et al. 1994) to identify systems which are mostly synthetic with some real world imagery added such as texture mapping video onto virtual objects. This is a distinction that will fade as the technology improves and the virtual elements in the scene become less distinguishable from the real ones. Augumented reality system supports a wide variety of input and output options -it is the only product on the market today capable of capturing full high definition video, meaning that even if you are currently using a standard definition video camera, your investment will be preserved when you upgrade in the future. It can drive multiple monitors up to 2560x1600 resolution, and is compatible with and can be fully operated using touchscreen monitors from Avalex, Paravion, and others. Aviation keyboards such as those from Aerocomputers and Paravion can control ARS, and the gimbal and ARS can be controlled not only using your existing hand or laptop controller, but an xbox-compatible joystick and chatpad as well, which provides enhanced functionallity and greater familiarity for many operators.
Fig 5.2
Monitor Based Augmented Reality
Most augmented-reality systems require that users look through a special viewing apparatus to see a real-world scene enhanced with synthesized graphics. They also require a powerful computer. In augmented reality, the scene is viewed by an imaging device, which in this case is depicted as a video camera. The camera performs a perspective projection of the 3D world onto a 2D image plane. The intrinsic(focal length and lens distortion) and extrinsic(position and pose)parameters of the device determine exactly what is projected onto its image plane. It is also a mapping system for airborne applications and is unique in providing the worlds first augmented reality mapping display. This means that critical information needed to accomplish the mission can be displayed directly over the live full motion video at the touch of a button for tactical flight 21fficers (TFOs) streets and points of interest can be labelled, and property addresses can float above the houses they represent. For pipeline monitoring, the location of underground gas line can be made visible.
The generation of the virtual image is done with a standard computer graphics system. The virtual objects are modeled in an object reference frame. The graphics system requires information about the imaging of the real scene so that it can correctly render these objects. This data will control the synthetic camera that is used to generate the image of the virtual objects. This image is then merged with the image of the real scene to form the augmented reality image.
Fig 5.3
CHAPTER 6 WORKING
For using optical camouflage, the following steps are to be followed 1) The person who wants to be invisible (lets call her Person A) dons a garment that resembles a hooded raincoat. The garment is made of a special material that well examine more closely in a moment. 2) An observer (Person B) stands before Person A at a specific location. At that location, instead of seeing Person A wearing a hooded raincoat, Person B sees right through the cloak, making Person A appear to be invisible.
Most augmented-reality systems require that users look through a special viewing apparatus to see a real-world scene enhanced with synthesized graphics. They also require a powerful computer. In augmented reality, the scene is viewed by an imaging device, which in this case is depicted as a video camera. The camera performs a perspective projection of the 3D world onto a image plane. The intrinsic (focal length and lens distortion) and extrinsic(position and pose)parameters of the device determine exactly what is projected onto its image plane. The above is an example of how it looks like when viewed through the display of augmented reality system. At present, most AR research is concerned with the use of live video imagery which is digitally processed and augmented by the addition of computer generated graphics. Advanced research includes the use of motion tracking data, marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. Projector
Fig 6.1
CHAPTER 7 APPLICATIONS
While an invisibility cloak is an interesting application of optical camouflage, there are also some other practical ways the technology might be applied: 1. AUGMENTED STEREOSCOPIC VISION IN SURGERY It allows the combination of radiographic data (CAT scans and MRI imaging) with the surgeon's vision. Doctors performing surgery could use optical camouflage to see through their hands and instruments to the underlying tissue, thereby making the complicated surgeries a bit better. Surgeons may not need to make large incisions if they wear gloves that project what's on the inside of a patient using a CAT scan or MRI data. 2. COCKPIT FLOORS Pilots landing a plane could use this technology to make cockpit floors transparent with micro reflectors. This would enable them to see the runway and the landing gear simply by glancing down. Hard landings would be a thing of the past if pilots could gauge how far they are above the ground just by looking at an image of the outside terrain projected on the floor. This allows them to avoid many obstacles on the path below and be aware of the floor below them thereby creating a complete awareness. 3. TRANSPARENT REAR HATCH Drivers backing up cars could benefit one day from optical camouflage. A quick glance backward through a transparent rear hatch or tailgate would make it easy to know
4. WINDOWLESS ROOMS Providing a view of the outside in windowless rooms is one of the more fanciful applications of the technology, but one that might improve the psychological well-being of people in such environments.
5. STEALTH TECHNOLOGY Stealth means low observable. The very basic idea of Stealth Technology in the military is to blend in with the background. The applications of stealth technology are mainly military oriented. Stealth Technology is used in the construction of mobile military systems such as aircrafts and ships to significantly reduce their detection by enemy, primarily by an enemy RADAR. The way most airplane identification works is by constantly bombarding airspace with a RADAR signal. When a plane flies into the path of the RADAR, a signal bounces back to a sensor that determines the size and location of the plane. Other methods focus on measuring acoustic (sound) disturbances, visual contact, and infrared signatures. The Stealth technology works by reducing or eliminating these telltale signals. Panels on planes are angled so that radar is scattered, so no signal returns. The idea is for the radar antenna to send out a burst of radio energy, which is then reflected back by any object it happens to encounter. The radar antenna measures the time it takes for the reflection to arrive, and with that information can tell how far away the object is. The metal body of an airplane is very good at reflecting radar signals, and this makes it easy to find and track airplanes with radar equipment. The goal of stealth technology is to make an airplane invisible to radar. There are two different ways to create invisibility: The airplane can be shaped so that any radar signals it reflects are reflected away from the radar equipment. The airplane can be covered in materials that absorb radar signals.
1.
2.
The illusion is only convincing when viewed from a certain angle - The Invisibility cloak that we have in hand at present appears to be invisible only from one point of view. But a real invisibility cloak, if it's going to dupe anyone who might see it, needs to represent the scene behind its wearer accurately from any angle. Moreover, since any number of people might be looking through it at any given moment, it has to reproduce the background from all angles at once. That is, it has to project a separate image of its surroundings for every possible perspective. Thus, it might be possible to think of invisibility at the human brain level. This is called cognitive blindness which could be individually selective compared with real world, physics based absolute invisibility. We see using the persistence of vision property.
CHAPTER 9 CONCLUSION
In Susumu Tachi's cloaking system, a camera behind the wearer feeds background images through a computer to a projector, which paints them on a jacket as though it were a movie screen. The wearer appears mysteriously translucent - as long as observers are facing the projection head-on and the background isn't too bright. To achieve true invisibility, optical camouflage must capture the background from all angles and display it from all perspectives simultaneously. This requires a minimum of six stereoscopic camera pairs, allowing the computer to model the surroundings and synthesize the scene from every point of view. To display this imagery, the fabric is covered with hyper pixels, each consisting of a 180 x 180 LED array behind a hemispherical lens.
FUTURE SCOPE:
There are many technology gaps to bridge to reach true invisibility. Our eyes are only the raw photo sensors that deliver basic electrochemical signals to our brain, which then processes these low-level cues into higher cognition notions. Thus, it might be possible to think of invisibility at the human brain level. This is called cognitive blindness which could be individually selective compared with real world, physics based absolute invisibility. We see using the persistence of vision property. Light is first accumulated in retinal photo sensors (cones and rods) before propagating the impulses into electrochemical reactions. Thus, we average light, and this causes various scene aliasing effects. Thus vibration and light averaging might also be a future direction for finding other invisibility tricks. Adaptive camouflage technology could one day allow soldiers to take a picture of their surroundings and digitally transfer the image using a handheld computer to the surface of their clothing.
CHAPTER 9 REFERENCES
1. Kent W. McKee and David W. Tack (2007)Active Camouflage For Infantry Headwear
Applications. Human System. 2. Kent W. McKee and David W. Tack . Active Camouflage For Infantry Headwear Applications. Human Systems. 3. Naval Museum of Quebec, Diffused Lighting and its use in the Chaleur Bay. Royal Canadian Nav. Retrieved January 19, 2011.