CVP - Beginning Lighting For Machine Vision - Daryl Martin PDF
CVP - Beginning Lighting For Machine Vision - Daryl Martin PDF
Techniques for
Machine Vision
Daryl Martin
Technical Sales & Product Manager
Advanced illumination
Class Learning Objectives
1) Understand that Dedicated, Object Appropriate
Lighting is critical for virtually all MV Applications.
2) Identify 9 “Guidelines” for applying MV Lighting.
3) Name 6 Lighting Techniques and describe when each
may be appropriate.
4) Identify the 6 steps in the “Vision Lighting Design
Method.”
5) Explain “Spectral Range” as applied to vision cameras.
6) List the 4 cornerstones of Vision Illumination.
7) Describe 4 ways light can interact with your object.
8) Identify the 3 primary inspection physical
environment constraints.
Achieving Learning Objectives
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
2) Familiarity with the 4 (Contrast Enhancement)
Cornerstones of Vision Illumination:
- Geometry (Light Direction and Nature at the Source)
- Structure (pattern)
- Color (wavelength)
- Filtering (Light Characteristics)
3) Detailed Analysis of:
- Sample – Light Interactions with respect to your unique object
- Immediate Inspection Environment – Physical constraints and
requirements (critical for Robotics Apps)
Primary Objective of Vision Lighting
Why?
- Part (Object Feature) inspection & system appropriate lighting
- To the extent possible, standardization of components,
techniques, system implementation and operation
- Reproducibility of inspection results
- Robustness to handle sample variations of “all types”
Topics
Brief Review of Light as Applied to Machine Vision
Compare / Contrast Lighting Sources
Review Light / Sample and Light / Camera Interactions
Review Basic Lighting Geometry Techniques - Examples
- Directional Bright Field vs. Dark Field
- Back Lighting
- Preview of Diffuse Lighting Techniques
More Applications Examples
Preview of Filtering: Pass and Polarization
Preview of Color Lighting Analysis
Preview of Near IR and UV Vision Light
Lighting for Robotics (time and interest permitting)
Machine Vision Definitions
Art?
Science??
Or both?
Photons:
Energy packets exhibiting properties of
waves and particles.
100,000 nm
Visible Light Spectrum
UV Near IR
*For some sample materials, absorption bands may block longer wavelength penetration.
Characterizing Light for Vision
Properties when interacting with media (objects):
- Diffusion (“dispersal”) through media.
- Reflection – When not viewing a light source directly, light must interact with
objects for us to see it! (Fundamental)
- Refraction (apparent bending) through media – longer wavelengths refract
less (i.e. - red light refracts < violet light).
- Diffraction (“bending”) around object edges (not that important).
Angle of Dispersion
White Light
n = 1.5 (glass)
n = 1.0 (air)
Courtesy Wikimedia Commons
Vision Lighting Sources
Vision Lighting Sources
80 Fluorescent
Relative Intensity (%)
60
Xenon White
LED
40
20 Red
LED
0
300 400 500 600 700
Wavelength (nm)
LED Types
T1 ¾, The Standard
Courtesy Sun LED
• Measured Irradiance/Illuminance
Incident Illumination falls off as the inv. sq. of the
distance (I = 1 / r2)
Absorb
• 2X (WD) = ¼ the “intensity”
Reflect
WD
Emit (fluorescence) Transmit
Light Interaction
Convergence of Concepts
(Object – Light – Lens**)
Contrast
Resolution
Spatial, Spectral
Focal Length / Field of View*
Focus
Working Distance / Stand-off*
Sensitivity
1) Maximum contrast
• features of interest (Signal)
2) Minimum contrast
• features of no interest (Noise)
3) Minimum sensitivity to normal variations (ROBUST)
• minor part differences
• presence of, or change in ambient lighting
• sample handling / presentation differences
IR Enhanced Analog
80 Digital Interline Transfer
Standard Analog
CMOS
60 UV Enhanced Analog
Human Scotopic (Night)
Absolute QE (%)
Human Photopic
IR Block (Short Pass)
40
20
0
300 400 500 600 700 800 900 1000
Wavelength (nm)
Lighting Geometry Techniques
Basic Lighting Techniques
2 - Dark Field
3 - Back Lighting
Advanced Lighting Techniques
Collimated
Co-axial Multi-Axis / Combo
Back Lighting Dome + Dark Field Structured
Bright and Dark Field Laser/LED grids, lines
Addressable Rows Focused Linears
* It should be noted that strictly defined, Co-axial Diffuse lighting is a partial bright field Technique.
Bright Field vs. Dark Field
Typical On-Axis Ring Light – Sample Geometry
45
Mirrored Surface
Scratch
Bright Field vs. Dark Field Light
Bright Field Dark Field
- Specular surfaces reflect glare if light is - Emphasize Height, Edges
high-angle
- Diffuse Surfaces Bright
- Diffuse, flat and smooth surfaces reflect
evenly
- Flat Polished Surfaces Dark
- Shape and Contour Enhanced
Bright Field
Dark Field
Dark Field Example
- Useful on translucent
materials
Liquid fill levels
Glass/plastic cracks
- Part P/A
High-accuracy gauging:
- Use monochromatic light
- Shorter wavelengths best
Shape
Dark Field
Physical Constraints
- Access for camera, lens & lighting in 3-D (working volume)
- The size and shape of the working volume
- Min and max camera, lighting working distance and FOV
Part Characteristics
- Object stationary, moving, or indexed?
- If moving or indexed, speeds, feeds & expected cycle time?
- Strobing? Expected pulse rate, on-time & duty cycle?
- Is the part presented consistently in orientation & position?
- Any potential for ambient light contamination?
Off-Axis
On-Axis Broad
Dark
Bright
Co-Axial Area
Field
Field
Diffuse Linear
Ring
RingLight
Light
Illuminator
Stamped Date Code
Bright
Bright field
Dark Field spot
fieldLine light
ringlight
ring light
light
Avoiding Surface Glare
Change Geometry – 3D spatial arrangement of Light,
Object, and Camera (preferred)
Strobe to overwhelm glare from ambient sources
Use polarization filters (least preferred)
w/o Polarizers
w/o Polarizers
w/ Polarizers
Up to 2 ½
f/stops more
w/o Polarizers open! w/ Polarizers
Avoiding Surface Glare
3-D Reflection Geometry: Light - Sample - Camera
Using Color and Wavelength
Create Contrast with Color
Use Monocolor Light to Create Contrast
Warm Cool
R V
Red Green
O B
Y G
Blue White
Consider how color affects both your object and its background!
White light will contrast all colors, but may be a compromise.
Wavelength vs. Composition
Imaging with Near IR and UV Light
Vision Lighting Spectrum
Typical CCD
Sensor
Human Visual
System
Fluorescing Printing
Fluorescing Polymers
(nylon)
Daryl Martin
Technical Sales & Product Manager
Advanced illumination, Inc.
440 State Garage Road
Rochester, Vermont 05767
USA
Phone: +1 734-213-1312
Email: [email protected]
www.advancedillumination.com