BOG optimizes a gem by maximizing a Merit Function. The Merit Function (or MF) is a numerical value assigned to the quality of a gemstone design, based on a set of user-specified criteria. BOG currently supports five different measures (or "Targets") of gem merit:
Gem ISO brightness (called ISO below) Quick Jump to ISO Illumination response (called Ill below) Quick Jump to Ill Tilt performance (called Tilt below) Quick Jump to Tilt Sparkle or "action" (called Sparkle below) Quick Jump to Sparkle Fire or dispersion (called Fire below) Quick Jump to Fire
The overall merit function is the mathematical sum of the merit functions of the individual targets, each multiplied by a weighting factor:
MF = (ISO_MF * ISO_Weight) + (Ill_MF * Ill_Weight) + (Tilt_MF * Tilt_Weight) + ...
BOG varies the pavillion and crown angles and evaluates the corresponding MF. Using a peak-finding algorithm (described here), the program zeroes in on the combination of angles which produces the highest Merit Function.
You set the balance between the various targets using the General panel of the Specify Optimization Targets window. This window appears when you click on the Modify Targets button in BOG's main window.
Targets and WeightsThe Merit Function panel controls the balance between the various targets set in the other panels. Along the left side are a number of check boxes which allow you to Use (include or exclude) the various targets. Enter values in the Weighting Factor boxes to achieve the desired balance. Note: entering a weighting factor is not enough to include a particular target. You must also click the relevant Use box! This allows you to turn a target on and off while retaining the weighting factor. The other panels include numerous options to specify the conditions under which the various targets are evaluated. The Load Targets and Save Targets buttons allow you to manage your preferences using named text files. Feel free to examine the contents of these files using a text editor, but you probably shouldn't alter them outside of BOG How does one compare ISO brightness with Fire? Or, more specifically, how can we assign numbers to ISO brightness and Fire that can be reasonably added together? The sections below describe how values are assigned to the various targets. To get the most out of BOG, you should review this material. Also, please read the Words of Wisdom. The Evaluate MF button lets you see a breakdown of the overall Merit Function, given the current mix of targets and weights. It is much more efficient to find a good balance here, rather than through multiple optimization trials. Note, however, that clicking Evaluate MF establishes the targets and weights. Pressing Cancel thereafter will not restore the previous values. Use Load Targets / Save Targets to preserve a good set of optimization values. Click Ok to accept the current values or Cancel at any time to return to BOG's main window. |
|
|
|
|
|
|
Sparkle and Fire Masks - not available in Version 1.0There are masks associated with the (experimental) Sparkle and Fire Optimization Targets. The reason for this is as follows. Both the Sparkle and Fire Targets attempt to maximize the difference between a pair of raytraces. In the case of Sparkle, the two raytraces are at slightly different angles, and for Fire, they are at different wavelengths. The reasoning is that a gem which shows a significant change of appearance for a small change in (angle / wavelength) will display a lot of (sparkle / fire). The catch is that BOG may optimize toward a solution where the change is large, but one or more of the raytraces is BAD. For example, to maximize fire, it may try to push the design toward a fish-eye at one wavelelength but not the other - certainly a large "change" but maybe not a good one. My (admittedly clumsy) solution is to allow the user to "black-out" parts of the gem in calculating the difference - for example, only including from the star facets outward in the calculation. Another possibility is to place a lower cutoff on the ISO brightness that either raytrace can exhibit. This requires more thinking and work - hence these two Targets are "experimental" and in version 1.0, the masks are not yet implemented. |
Back to Main Page.
Documentation maintained by Tom Herbst. Last modified 04-Nov-2002