ﻻ يوجد ملخص باللغة العربية
Light scattering from self-affine homogeneous isotropic random rough surfaces is studied using the ray-optics approximation. Numerical methods are developed to accelerate the first-order scattering simulations from surfaces represented as single-connected single-valued random fields, and to store the results of the simulations into a numerical reflectance model. Horizon mapping and marching methods are developed to accelerate the simulation. Emphasis is given to the geometric shadowing and masking effects as a function of surface roughness, especially, to the azimuthal rough-surface shadowing effect.
This document takes existing derivations of scattering loss from rough surfaces, and makes them more accessible as a tool to derive the total scattering loss from a rough mirror given its true surface profile. It does not contain any new results and
We study the hydrodynamic coupling between particles and solid, rough boundaries characterized by random surface textures. Using the Lorentz reciprocal theorem, we derive analytical expressions for the grand mobility tensor of a spherical particle an
We study experimentally and theoretically the equilibrium adhesive contact between a smooth glass lens and a rough rubber surface textured with spherical microasperities with controlled height and spatial distributions. Measurements of the real conta
We investigate the effects of roughness and fractality on the normal contact stiffness of rough surfaces. Samples of isotropically roughened aluminium surfaces are considered. The roughness and fractal dimension were altered through blasting using di
We study extended infection fronts advancing over a spatially uniform susceptible population by solving numerically a diffusive Kermack McKendrick SIR model with a dichotomous spatially random transmission rate, in two dimensions. We find a non-trivi