There is commercial flicker stuff for those who require a reliable solution rapidly.
This page gives an introduction and theory. We have another page for practice and implementation.
We are concerned mostly with flicker used to simulate flame. This is what we have in mind when we make pronouncements like "flicker is mostly on". In this, we attack the worst case. Hopefully, any other applications of flicker will be easier.
There are, of course, exceptions to these rules. The logs in a fireplace, when burning high, have more variation then embers.
And in either case, the burning can be punctuated occasional sudden small explosions.
I should probably mention a bit about color. The short part is that candle flames are mostly white.
Red LEDs make poor candle flames no matter how sophisticated the flicker.
If you like LEDs for their low power draw, go for the palest yellow you can find.
White LEDs are available, but have a slight blue cast to them.
If your light source is close to white, you can color it however suits you.
What are the basics of flame flicker?
The basics of flame flicker are: random variations, motion, smooth transitions, and mostly on.
We will cover these in no particular order:
| sequence A | 1 | 2 | 3 | 1 | 2 | 3 | 1 | 2 | 3 | 1 | 2 | 3 |
| sequence B | 1 | 3 | 2 | 4 | 1 | 3 | 2 | 4 | 1 | 3 | 2 | 4 |
| sequence C=A+B | 2 | 5 | 5 | 5 | 3 | 6 | 3 | 6 | 4 | 4 | 4 | 7 |
The above table applies if you have two sequences with exactly sequenced transitions, so that A goes 1->2 at the same time that B goes 1->3. This is a reasonable assumption for a digital device that generates more than one output. But in the analog world, there will probably be no synchronization whatsoever. This is a good thing, because the output will never exactly repeat.
Basically, your eye is relatively slow to react to brief optical events.
Your eyes might be fast enough to watch a bee zip across the garden, but if something is fast enough, you will miss it.
That's because our eyes, indeed our entire nervous systems, are made of chemical components that have to undergo
chemical reactions in order to generate, conduct, and switch tiny electrical impulses.
We would be more effective if our electrical systems were connected with copper wire.
But that's not the way we were designed.
The good news is that the slow reaction of our eyes allows us to play some clever and fun tricks on ourselves,
not the least of which are the products of Hollywood.
Consider a lamp that goes on and off 120 times a second - too rapidly for our eyes to see individual transitions.
Let's say that it spends half the time on and half off.
Such a lamp would look half as bright as one that was on all the time.
And if you adjusted the lamp for shorter "on" times, so that it was on for a quarter of the time, it would be a quarter as bright as
the full-on lamp. Even though it was still turning on and off 120 times per second.
{For the sake of simplicity, I am assuming linearity.
I understand that it's not, and if you're so smart as to argue, why are you reading this primer anyway?}
This technique is called "pulse-width modulation", or "changing the duty-cycle".
And it works for a lot of things - you can adjust the speed of a DC motor by feeding it power in pulses
with adjustable duty-cycle. Incandescent lamp dimmers pulse-width modulate the 110 VAC feeding the filament.
The key to getting away with this is having some element somewhere in the system that averages the on-and-off into smooth, continuous variability.
Thank you for visiting. Your comments are welcome.
Integration and smoothing
A common fluorescent lamp turns on and off 120 times a second.
But it looks like perfectly servicible and continuous illumination, because of the persistence of vision.
A television screen displays 60 different images a second.
But they blend into a single smooth image.
A movie projector shows 24 pictures a second. But the projected image looks like smooth motion.
Final notes
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