Machine
Machine
2005 1
Objectives
2005 2
Sources
2005 3
Lighting Source Comparisons
The lighting source with the largest envelope MAY be the most versatile!
2005 4
Lighting – Intensity vs. Spectrum
Quartz Halogen / Tungsten
Mercury (Purple)
100
Daytime Sunlight
80 Fluorescent
Relative Intensity (%)
60
White
Xenon LED
40
20 Red
LED
0
300 400 500 600 700
Wavelength (nm)
2005 5
The right light helps the vision
system do its job
2005 6
Brief Review of Light and Optics for
Vision Illumination
2005 7
The Visible Light Spectrum
UV IR
390
735
2005 8
The Visible Light Spectrum
UV IR
2005 9
Spectral Response - CCD vs.
Human Vision
IR Enhanced Analog
80 Digital Interline Transfer
Standard Analog
CMOS
UV Enhanced Analog
Absolute QE (%)
60
Human Photopic
Human Scotopic
IR Block (Short Pass)
40
20
0
300 400 500 600 700 800 900 1000
Wavelength (nm)
2005 10
Where Does the Light Go?
• Total Light In =
Reflected Light +
Absorbed Light (may be re-emitted) +
Transmitted Light
Illumination
Absorb
Reflect
Emit Transmit
2005 11
Reflection on Specular Surfaces
• Light reflects at the
angle of incidence
• Just like a pool ball off
the bumper 1 2
Φ1 = Φ2
• Surface Angle
determines where light
comes from in order to
illuminate the surface
2005 12
Divergence and Intensity
2005 13
Lighting Environment
and the Part
• Ring Light
– Small Solid Angle
• Continuous Dome
– Large Solid Angle
2005 14
OK, so where do we start?
2005 15
Standard Lighting Method
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
- Illumination Technique Requirements & Limitations
2) Familiarity with the 4 Cornerstones of Vision Illumination:
- Geometry
- Structure (pattern)
- Color (wavelength)
- Filtering
3) Detailed Analysis of:
- Immediate Inspection Environment – Physical constraints and
requirements
- Sample – Light Interactions with respect to your unique sample
2005 16
Three Lighting Acceptance Criteria
2005 17
Creating Contrast – 4 Lighting
Cornerstones
• Change Light Direction w/ Respect to Sample and
Camera (Geometry)
- 3-D spatial relationship - sample, light & camera
• 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
- Sample stationary, moving, or indexed?
- If moving or indexed, speeds, feeds & expected cycle time?
- Strobing? Expected pulse rate, on-time & duty cycle?
- Are there any continuous or shock vibrations?
- Is the part presented consistently in orientation & position?
- Any potential for ambient light contamination?
• Ergonomics and Safety
- Man-in-the-loop for operator interaction?
- Safety related to strobing or intense lighting applications?
2005 19
Using Color to our Advantage
2005 20
Using Color
Use Colored Light to Create Contrast
Warm Cool
O B
• Use Opposite Colors or
Families to Darken (red light
makes green features darker) Y G
2005 21
Increasing Contrast with Color
Red Green
Blue White
• Consider how color affects both your object and its background!
• White light will contrast all colors, but may be a contrast compromise.
2005 22
Using Color for Selection
White Light Monochrome Light
Red +
Red Green
Color CCD
Green
B&W CCD
Blue
2005 23
Using Geometry and Structure
2005 24
Common Lighting Techniques
2005 26
Lights for Full Bright Field
2005 27
Dark Field Illuminators
2005 28
Bright Field vs. Dark Field
Camera
Bright Field
Ring Light
Mirrored Surface
2005 29
Bright Field vs. Dark Field
Scratch
Dark Field
Ring Light
Mirrored Surface
2005 30
Dark Field
• Angled light
• Used on highly
reflective surfaces
• OCR or surface
defect applications
2005 31
Result of Dark-Field Light
2005 32
Axial Diffuse
2005 33
Result of Axial Diffuse
Illumination
2005 35
Technique vs. Sample
Surface Reflectiveness
Geometry
Independent Bright Field
Area
Curved
2005 36
Wavelength vs. Composition Checklist
Monochrome
UV B G R IR RGB WHI
Doped w/ UV Fluorescing Agent X
Dark Rubber X X
Dark Plastics X X
Transparent Plastics / Glass X X
Semi-metallic X X X
Metallic X X X
Mixed Color Parts X X
General Purpose X X
Ambient Light Problems X X X
Strobe / Ergonomic Problems X
2005 37
Sample Applications
Stamped Date Code
Bright
Bright fieldLine
field
Dark Field spotlight
ring
ring light
light
light
2005 39
Data Matrix
2005 40
UPC Bar Code
• Printing beneath
cellophane wrapped
package
Broad
Axial
Bright
DarkDiffuse
Area
Field
FieldLinear
Ring
Ring
Illuminator
Light
Light
Array
2005 41
Bar Code under Clear Wrap
2005
Broad Area Linear Array 42
Ink Jet OCR
• Purple Ink
• Concave, reflective
surface
Axial
Bright
DarkDiffuse
Field
Field Illuminator
Ring
RingDome
Diffuse Light
Light
2005 43
Lighting Technique Requirements
Partial Bright Dark Field Diffuse Axial Diffuse Dome
Field Full Bright Field Full Bright Field
When
To -Non specular -Specular / Non -Specular / Non -Specular / Non
Use -Area lighting -Surface / Topo -Flat / Textured -Curved surfaces
-May be used as -Edges -Angled surfaces -If ambient light
a dark field light -Look thru trans- issues
parent parts
Require -Light must be very -Light close to part
ments -No WD limit close to part -Light close to part -Large footprint
(limited only to -Large footprint -Large footprint -Camera close to
intensity need -Limited spot size -Ambient light minor light
on part) -Ambient light may -Beam splitter lowers -Spot size is ½ light
interfere light to camera inner diameter
2005 44
Using Near IR and Near UV Light
Imaging Beyond “Visible” – Near IR
Black
Red
White Yellow
2005 46
Imaging Beyond “Visible” – Near IR
2005 48
Imaging Beyond “Visible” – Near UV
• Near UV light
fluoresces many
polymers, including
nylon.
• Top Image: UV
Light, B&W CCD
• Lower Image: UV
Light, Color CCD
2005 50
Filters are useful too!
2005 51
Pass Filters in Machine Vision
• Pass filters exclude light 715 nm Long
based on wavelength. Pass
• Sunlight and mercury vapor
light are reduced by 4X
• Fluorescent light is reduced
by 35X
510 nm Short 660 nm Band
Pass Pass
2005 52
Pass Filters
2005 54
Polarizing Filters in Machine Vision
BALA
2005 55
Polarizing Filters in Machine Vision
• Top image: Without
polarizing, the plastic
material appears free
of defects.
Back Light - No Polarizer
2005 56
General Sequence for Lighting Analysis
• Determine the Exact Features of Interest
• Analyze Part Access / Presentation
- Clear or obstructed, Moving / Stationary
- Min / Max WD range, Sweet Spot FOV, etc.
• Analyze Surface Characteristics
- Texture
- Reflectivity / Specularity
- Effective Contrast – Object vs. background
- Surface flat, curved, combination
• Light Types and Applications Techniques Awareness
- Rings, Domes, Bars, ADIs, Spots, Controllers
- Bright Field, Diffuse, Dark Field, Back Lighting
• Determine Cornerstone Issues
- 3-D Geometry, Structure, Color & Filters
• Ambient Light Effects / Environmental Issues
2005 57
Light Specification: Rules-of-Thumb
• Need more part / background contrast? – Think B&W
camera & color lights
• Ambient light issues? – Try monochrome light and a
matched band pass filter
• Shiny, curved surfaces? – Try a diffuse dome light
• Shiny, flat, but textured surfaces? – Try axial diffuse
• See surface topography? – Think dark-field (low angle)
• When inspecting plastics – Try UV or IR light
• Need to see features through a reflective cover? – Try
low angle linear lights (dark-field)
• Light combinations can solve problems too
• Strobing can generate up to 20x as much light
2005 58
Thank you!