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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>Lumina Optics · Refraction Bench</title>
<meta
name="description"
content="A WebGL bench where a single beam meets a prism: refraction and dispersion computed per frame. Drag the prism, change the index."
/>
<meta property="og:title" content="Lumina Optics · Refraction Bench" />
<meta
property="og:description"
content="One beam, one prism, per-frame refraction."
/>
<meta property="og:type" content="website" />
<meta name="theme-color" content="#101214" />
<link rel="preconnect" href="https://fonts.googleapis.com" />
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin />
<link
rel="stylesheet"
href="https://fonts.googleapis.com/css2?family=IBM+Plex+Sans:wght@400;500;600&family=JetBrains+Mono:wght@400;500&display=swap"
/>
<link rel="stylesheet" href="./styles/main.css?v=2" />
<link
rel="icon"
href="data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 32 32'%3E%3Crect width='32' height='32' fill='%23101214'/%3E%3Cpath d='M6 16h8m8 0h4M14 16l10-7v14z' fill='none' stroke='%23BFE8EE' stroke-width='1.4'/%3E%3C/svg%3E"
/>
</head>
<body>
<a class="skip" href="#main">Skip to main content</a>
<header class="site-head">
<div class="wrap head-inner">
<a class="wordmark" href="#main">lumina<span class="wordmark-dot">·</span>optics</a>
<nav class="nav" aria-label="Sections">
<a href="#bench">Bench</a>
<a href="#anatomy">Anatomy</a>
<a href="#mtf">MTF</a>
<a href="#contact">Contact</a>
</nav>
</div>
</header>
<main id="main">
<!--
The bench. The product is light behaviour, so the hero IS the instrument:
one beam, one prism, per-frame refraction. Drag rotates; sliders change
the index and the dispersion — they are the two honest knobs a bench
has. Everything degrades to a static photograph.
-->
<section id="bench" class="hero" aria-labelledby="hero-h">
<div class="bench-stage reveal">
<canvas
id="gl"
aria-label="Interactive prism: a white beam enters from the left and exits as a spectrum. Drag to rotate the prism."
></canvas>
<img
class="bench-fallback"
src="./assets/prism-bench.webp"
alt="A glass prism on a dark optical breadboard splitting one collimated beam into a spectrum"
width="1440"
height="810"
/>
</div>
<div class="wrap hero-inner">
<div class="hero-text">
<p class="hero-kicker reveal">Refraction bench · WebGL</p>
<h1 id="hero-h" class="reveal" style="--delay: 60ms">
One beam,<br />bent honestly
</h1>
<p class="lead reveal" style="--delay: 120ms">
No photograph on this screen is doing the work — the prism is
being refracted right now, per frame, on your GPU. Drag it. Change
the index. The spectrum you see is the same arithmetic lens
designers use, minus the glasses.
</p>
</div>
<div class="hud reveal" style="--delay: 160ms">
<div class="hud-row">
<label for="ior">Index of refraction <output id="ior-out" for="ior">1.52</output></label>
<input type="range" id="ior" min="1.45" max="2.20" step="0.01" value="1.52" />
</div>
<div class="hud-row">
<label for="disp">Dispersion (Abbe ↓) <output id="disp-out" for="disp">0.18</output></label>
<input type="range" id="disp" min="0" max="0.6" step="0.01" value="0.18" />
</div>
<p class="hud-note" id="hud-note">Drag the prism to rotate · beam is collimated at 632.8 nm reference</p>
</div>
</div>
</section>
<!--
Anatomy — cut lens photography. Real glass, not renders.
-->
<section id="anatomy" class="section" aria-labelledby="anatomy-h">
<div class="wrap two">
<figure class="two-photo reveal">
<img
src="./assets/lens-section.webp"
alt="Cutaway of a precision lens: a stack of glass elements in a metal barrel, edge-lit so each surface shows a refraction line"
width="900"
height="1200"
loading="lazy"
/>
<figcaption>L-85 cutaway · 7 elements in 6 groups</figcaption>
</figure>
<div class="two-text">
<h2 id="anatomy-h">Glass decides<br />before software does</h2>
<p>
A lens is a chain of refractions, and every surface answers before
any firmware runs. Our L-85 uses two low-dispersion elements to
keep the spectrum you just dragged from fanning out across the
frame — dispersion corrected in glass, not in a profile.
</p>
<p class="muted">
The cutaway above is a physical section, milled for measurement.
Element count and spacing are measured from it, not from the
drawing.
</p>
</div>
</div>
</section>
<!--
MTF — the only curve that argues. Static, thin, honest:
measured at infinity, full aperture, both field directions.
-->
<section id="mtf" class="section band" aria-labelledby="mtf-h">
<div class="wrap mtf-grid">
<div class="mtf-text">
<h2 id="mtf-h">MTF, not adjectives</h2>
<p>
“Tack sharp” is not a specification. Contrast transfer at given
line pairs per millimetre is. These curves are measured on an
optical bench at full aperture — sagittal and meridional, out to
the corner.
</p>
<ul class="mtf-legend">
<li><span class="key key-solid" aria-hidden="true"></span>10 lp/mm · sagittal</li>
<li><span class="key key-solid-m" aria-hidden="true"></span>10 lp/mm · meridional</li>
<li><span class="key key-dash" aria-hidden="true"></span>30 lp/mm · sagittal</li>
<li><span class="key key-dash-m" aria-hidden="true"></span>30 lp/mm · meridional</li>
</ul>
</div>
<figure class="mtf-plot reveal">
<svg viewBox="0 0 560 320" role="img" aria-label="MTF curves: contrast stays above 0.85 at 10 lp/mm across the field; at 30 lp/mm it falls from 0.75 at center to 0.42 at the corner.">
<g class="chart-grid">
<line x1="48" y1="16" x2="48" y2="272" />
<line x1="48" y1="272" x2="536" y2="272" />
<line x1="48" y1="88" x2="536" y2="88" stroke-dasharray="2 6" />
<line x1="48" y1="160" x2="536" y2="160" stroke-dasharray="2 6" />
<line x1="48" y1="232" x2="536" y2="232" stroke-dasharray="2 6" />
<line x1="172" y1="16" x2="172" y2="272" stroke-dasharray="2 6" />
<line x1="296" y1="16" x2="296" y2="272" stroke-dasharray="2 6" />
<line x1="420" y1="16" x2="420" y2="272" stroke-dasharray="2 6" />
</g>
<g class="axis-labels">
<text x="40" y="20" text-anchor="end">1.0</text>
<text x="40" y="92" text-anchor="end">0.75</text>
<text x="40" y="164" text-anchor="end">0.5</text>
<text x="40" y="236" text-anchor="end">0.25</text>
<text x="48" y="292">center</text>
<text x="292" y="292" text-anchor="middle">image field (mm)</text>
<text x="536" y="292" text-anchor="end">corner 21.6</text>
</g>
<!-- 10 lp/mm sagittal: high, gentle fall -->
<polyline class="mtf mtf-10s" points="48,32 172,36 296,44 420,60 536,76" />
<!-- 10 lp/mm meridional -->
<polyline class="mtf mtf-10m" points="48,34 172,40 296,52 420,72 536,96" />
<!-- 30 lp/mm sagittal -->
<polyline class="mtf mtf-30s" points="48,84 172,96 296,120 420,160 536,196" />
<!-- 30 lp/mm meridional -->
<polyline class="mtf mtf-30m" points="48,90 172,108 296,140 420,186 536,232" />
</svg>
<figcaption>L-85 · f/1.8 · infinity focus · bench-measured 2026-07</figcaption>
</figure>
</div>
</section>
<!--
Spec — with conditions.
-->
<section class="section" aria-labelledby="spec-h">
<div class="wrap">
<h2 id="spec-h" class="reveal">Specification</h2>
<div class="table-wrap reveal" style="--delay: 80ms">
<table>
<caption class="sr-only">L-85 specification — item, value, condition</caption>
<thead>
<tr>
<th scope="col">Item</th>
<th scope="col" class="num">Value</th>
<th scope="col">Condition</th>
</tr>
</thead>
<tbody>
<tr><th scope="row">Focal length</th><td class="num">85 mm</td><td>nominal · ±1.5% at infinity</td></tr>
<tr><th scope="row">Aperture</th><td class="num">f/1.8 f/16</td><td>9-blade · near-circular</td></tr>
<tr><th scope="row">Elements</th><td class="num">7 in 6</td><td>2 LD · measured from cutaway</td></tr>
<tr><th scope="row">Close focus</th><td class="num">0.62 m</td><td>1:7.2 magnification</td></tr>
<tr><th scope="row">Filter</th><td class="num">Ø 62 mm</td><td>brass, front-threaded</td></tr>
<tr><th scope="row">Weight</th><td class="num">438 g</td><td>without caps, with hood</td></tr>
</tbody>
</table>
</div>
</div>
</section>
<!-- Contact -->
<section id="contact" class="section band contact" aria-labelledby="contact-h">
<div class="wrap contact-grid">
<h2 id="contact-h">Bench visits</h2>
<p>
We measure loaner samples for free and publish the curves —
manufacturers welcome or not. Bench time and MTF requests:
</p>
<a class="btn" href="mailto:bench@lumina.optics">bench@lumina.optics</a>
</div>
</section>
</main>
<footer class="site-foot">
<div class="wrap foot-inner">
<p>lumina optics</p>
<p class="foot-meta">measurements reproducible on request · bench cal. 2026-06</p>
</div>
</footer>
<script type="module">
/*
Refraction bench — three.js, one prism, two honest uniforms.
Budget note: three.module.js ≈ 165KB gzip. 예산 상향 — 이 페이지의
제품이 WebGL 자체다(데모 브리프 예산 상향 허용).
폴백: WebGL 실패 시 사진이 보이고 캔버스는 뜨지 않는다(이미 마크업에 있음).
*/
const canvas = document.getElementById("gl");
const fallback = document.querySelector(".bench-fallback");
const reduced = matchMedia("(prefers-reduced-motion: reduce)").matches;
let gl = null;
try {
gl = canvas.getContext("webgl2", { antialias: true, alpha: true });
} catch (e) { /* fall through */ }
if (!gl) {
canvas.remove();
document.getElementById("hud-note").textContent =
"WebGL unavailable — showing the bench photograph instead.";
} else {
fallback.remove();
const THREE = await import("https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js");
const renderer = new THREE.WebGLRenderer({ canvas, context: gl, antialias: true, alpha: true });
renderer.setClearColor(0x000000, 0);
const DPR = Math.min(devicePixelRatio || 1, 1.5);
renderer.setPixelRatio(DPR);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(32, 1, 0.1, 50);
camera.position.set(0, 0, 9);
// ----- prism: triangular cross-section (CylinderGeometry, 3 segments)
const prismGeo = new THREE.CylinderGeometry(2.1, 2.1, 2.6, 3, 1, false);
prismGeo.rotateX(Math.PI / 2); // axis toward camera
prismGeo.rotateZ(Math.PI / 2); // flat edge up to the beam
const uniforms = {
uTime: { value: 0 },
uIor: { value: 1.52 },
uDisp: { value: 0.18 },
};
const prismMat = new THREE.ShaderMaterial({
uniforms,
transparent: true,
vertexShader: /* glsl */`
varying vec3 vN;
varying vec3 vView;
void main() {
vec4 mv = modelViewMatrix * vec4(position, 1.0);
vN = normalize(normalMatrix * normal);
vView = normalize(-mv.xyz);
gl_Position = projectionMatrix * mv;
}`,
fragmentShader: /* glsl */`
precision highp float;
varying vec3 vN;
varying vec3 vView;
uniform float uIor;
uniform float uDisp;
// wavelength ramp: violet → cyan → yellow → red
vec3 spectrum(float t) {
t = clamp(t, 0.0, 1.0);
return clamp(
vec3(
smoothstep(0.30, 0.00, t) + smoothstep(0.70, 1.00, t),
smoothstep(0.00, 0.35, t) - smoothstep(0.60, 1.00, t),
smoothstep(0.00, 0.30, t) - smoothstep(0.45, 0.75, t)
), 0.0, 1.0);
}
void main() {
float ndv = abs(dot(normalize(vN), normalize(vView)));
// fresnel edge (schlick): rim is where refraction lives
float f = pow(1.0 - ndv, 3.0);
// refraction deflection grows with index
float bend = (uIor - 1.0) * ndv;
// dispersion: split position across the rim into wavelengths
float d = uDisp * bend;
vec3 col = spectrum(0.5 + (1.0 - ndv) * (0.6 + d * 4.0));
// glass body: near-black with faint interior glow
vec3 body = vec3(0.02, 0.025, 0.03) * (0.4 + ndv);
vec3 rim = col * f * 1.35;
float alpha = clamp(f * 0.95 + 0.06, 0.0, 1.0);
gl_FragColor = vec4(body + rim, alpha);
}`,
});
const prism = new THREE.Mesh(prismGeo, prismMat);
scene.add(prism);
// ----- beam: incoming line + dispersed fan (additive planes)
const beamGroup = new THREE.Group();
const mkBeam = (w, h, color1, color2, op) => {
const m = new THREE.Mesh(
new THREE.PlaneGeometry(w, h),
new THREE.ShaderMaterial({
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending,
uniforms: { uOp: { value: op }, uC1: { value: new THREE.Color(color1) }, uC2: { value: new THREE.Color(color2) } },
vertexShader: `varying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }`,
fragmentShader: `
varying vec2 vUv; uniform float uOp; uniform vec3 uC1; uniform vec3 uC2;
void main(){
float a = smoothstep(0.0, 0.12, vUv.x) * smoothstep(1.0, 0.88, vUv.x);
float b = smoothstep(0.0, 0.5, vUv.y) * smoothstep(1.0, 0.5, vUv.y);
vec3 c = mix(uC1, uC2, vUv.x);
gl_FragColor = vec4(c, a * b * uOp);
}`,
})
);
return m;
};
const beamIn = mkBeam(9, 0.10, 0xdfe8ec, 0xffffff, 0.55);
beamIn.position.set(0, 1.45, -0.2);
beamGroup.add(beamIn);
const fan = mkBeam(9, 1.7, 0x8fd8e8, 0xf2b060, 0.30);
fan.position.set(-0.4, 0.35, -0.25);
fan.rotation.z = 0.085;
beamGroup.add(fan);
scene.add(beamGroup);
// ----- interaction
let dragging = false, lastX = 0, vel = 0.0016, rot = 0;
canvas.addEventListener("pointerdown", (e) => { dragging = true; lastX = e.clientX; canvas.setPointerCapture(e.pointerId); });
canvas.addEventListener("pointermove", (e) => {
if (!dragging) return;
const dx = e.clientX - lastX;
lastX = e.clientX;
rot += dx * 0.006;
vel = dx * 0.0006;
});
const end = () => (dragging = false);
canvas.addEventListener("pointerup", end);
canvas.addEventListener("pointercancel", end);
canvas.style.touchAction = "none";
const iorEl = document.getElementById("ior");
const dispEl = document.getElementById("disp");
const iorOut = document.getElementById("ior-out");
const dispOut = document.getElementById("disp-out");
const bind = (el, out, uni, fmt) =>
el.addEventListener("input", () => {
uni.value = parseFloat(el.value);
out.textContent = fmt(uni.value);
});
bind(iorEl, iorOut, uniforms.uIor, (v) => v.toFixed(2));
bind(dispEl, dispOut, uniforms.uDisp, (v) => v.toFixed(2));
// ----- sizing
const stage = canvas.parentElement;
function fit() {
const r = stage.getBoundingClientRect();
const h = Math.max(320, Math.min(r.height, 760));
renderer.setSize(r.width, h, false);
camera.aspect = r.width / h;
camera.updateProjectionMatrix();
}
fit();
new ResizeObserver(fit).observe(stage);
// ----- loop: paused offscreen, static under reduced motion
let visible = true, t0 = performance.now();
const io = new IntersectionObserver((en) => { visible = en[0].isIntersecting; });
io.observe(canvas);
function frame() {
if (!visible) { requestAnimationFrame(frame); return; }
const t = (performance.now() - t0) / 1000;
uniforms.uTime.value = t;
if (!dragging) { vel *= 0.98; rot += Math.max(0.0016, Math.abs(vel)) * Math.sign(vel || 1); }
prism.rotation.z = rot;
beamGroup.rotation.z = Math.sin(t * 0.4) * 0.01;
renderer.render(scene, camera);
if (!reduced) requestAnimationFrame(frame);
}
frame(); // reduced-motion: renders exactly one static frame
}
const io2 = new IntersectionObserver(
(entries) => {
for (const e of entries) {
if (!e.isIntersecting) continue;
e.target.classList.add("is-in");
io2.unobserve(e.target);
}
},
{ rootMargin: "0px 0px -8% 0px", threshold: 0.05 },
);
for (const el of document.querySelectorAll(".reveal")) io2.observe(el);
</script>
</body>
</html>