Tools

Brightness & Tilt Analysis

Face-up brightness under four standard dome models, for cuts verified against their cutting files

The four windows and their settings

Light Return 
ISO 
COS 
SC2 

GemCad (.asc, .gem), Gem Cut Studio, STL, OBJ, PLY, OFF, glTF, 3MF, STEP or FBX. Read on this device, never uploaded. What files work

Compare two cuts
10°

How much of the dome overhead your head blocks, from the zenith down.

0°

The stone tips under a fixed dome, as it does on a hand.

What the four windows show

One trace, read four ways. We follow the light back from your eye, through the stone, to the part of the dome where it started. In ISO, COS and SC2, a white facet returns light from the brightest part of that dome. A black facet returns no light.

  • Light Return

    Where the light comes from:

    • Direct, 45° to 75° up
    • Indirect, below 45°
    • Contrast, above 75°, where your head is
    • Leakage
  • ISO

    A dome lit evenly from every direction. This is the most forgiving test: it asks only how much light comes back, not from where.

  • COS

    Bright overhead, fading to black at the horizon. It is hardest on shallow cuts, because they depend on low-angle light.

  • SC2

    A ring of light with its peak at 45°, dark overhead and at the horizon. It is the closest to the light on a stone on a hand.

The four dome modelsFour domes over the stone, seen from the side. Light Return splits the dome into zones. ISO is lit evenly. COS is brightest overhead and black at the horizon. SC2 is a ring that peaks at 45 degrees, dark overhead and at the horizon.Light ReturnZonesISOEvenCOSBright overheadSC2Peak at 45°
The four dome modelsFour domes over the stone, seen from the side. Light Return splits the dome into zones. ISO is lit evenly. COS is brightest overhead and black at the horizon. SC2 is a ring that peaks at 45 degrees, dark overhead and at the horizon.Light ReturnZonesISOEvenCOSBright overheadSC2Peak at 45°
The four windows read one trace against four domes. White is light, black is none.

None of the four windows depends on scene lighting. They model the geometry of the cut, not a real stone. ISO, COS and SC2 use the definitions in the GemRay user guide by Robert W. Strickland. The implementation is our own.

Face-up brightness

The percent of the dome’s available light that the stone returns into the viewing cone, averaged over its face-up image. Whole stone is the full outline. Table only is the area inside the table facet. This figure changes most between a good cut and a poor one. Leakage sits below the rule because it is not a light model. It counts the light paths that came back with no light at all, so it does not change when you change the head shadow.

Face-up brightness
Light modelWhole stoneTable onlyvs T57
ISO   
COS   
SC2   
Leakagelight that never came back   

Brightness against tilt

The stone tilts under a fixed dome, as it does on a hand. Solid lines show the whole stone. Dashed lines show the table only. If the lines of a cut stay high across the sweep, the cut keeps working when you do not look at it straight on.

The chart as a table
Brightness against tilt

What we count

Here, brightness is energy, not only direction. At the crown, a Fresnel share of the light reflects straight off and does not go into the stone. That light still gets to the eye. Face-up, the table’s reflection points straight back at you, and your head’s shadow hides it. It shows only when the stone tilts by more than half the head-shadow angle. The head shadow also causes the dip near zero tilt. A well-cut round sends much of its light back from directly overhead, where your head is. The light that goes into the stone loses a Fresnel share again on the way out. We apply no loss to internal bounces, because almost all of them are total internal reflection, which loses nothing.

The table reflection and the head shadowFace up, the table reflects your own view straight back, into the 10 degree head shadow, so it returns no light. Tilted 8 degrees, the table reflects light from 16 degrees off the zenith, outside the shadow, so the reflection shows. It shows past half the head-shadow angle.YouBack intothe shadow10°Face upThe shadow hides itYou16°Lit domeTilted 8°Past 5°, it shows
The table reflection and the head shadowFace up, the table reflects your own view straight back, into the 10 degree head shadow, so it returns no light. Tilted 8 degrees, the table reflects light from 16 degrees off the zenith, outside the shadow, so the reflection shows. It shows past half the head-shadow angle.YouBack intothe shadow10°Face upThe shadow hides itYou16°Lit domeTilted 8°Past 5°, it shows
The table reflects light to your eye from twice the tilt angle. Your head blocks the center of the dome.

This choice is important. We measured these 22 cuts. If we count only direction and not energy, 14 of them change rank on ISO, 13 on COS and 9 on SC2. If we add the exit face to the entry face, 4 change rank on ISO, 3 on COS and 2 on SC2. The model is stable; the direction-only count is the outlier.

What the model leaves out. We do not count the energy lost at partial internal reflections. That is why these figures are higher than those of a full physical simulation. It is also why the dip near zero tilt is shallower here than in GemRay.

About this cut’s geometry