1.4 : 2D Sky van Cittert Zernike Theorem

1.4.0: 3D to 2D

Now let's expand the sky to 2D, well actually 3D.


Starting with the cosine interferometer equation with phase center , but since we are going to use as a variable, we use instead of :

Now because we are in a 3D universe, so and are 3D vectors.

lives on a grid, which is the original (x,y,z)-grid scaled by , so

lives on a grid, and

In setting, we assign the phase center at . See the figure below:




Figure :

3D sky and 3D baseline on Earth

In the figure above:

Next we plug those vectors into the cosine interferometer equation:

Suppose is near the phase center (small angular separation), then:

With the small angular extent assumption, meaning we if only only observe the sources close to the phase center, then we can reduce the 3D equation to 2D:

same logic applies to sine interferometer:

So given 2 stations pointing at the phase center , for a source that is close to the phase center , we can calculate the cosine/sin correlator output as:




1.4.1: 2D FT Visibility

Now if we have spatially incoherent sources around the phase center, then we have an integral:

And if we put them together in the following way to create the Visibility function:

It is a 2D Fourier Transform!

The above formula is also known as the van Cittert-Zernike Theorem.




1.4.2: (u,v)(l,m)(u,v)\to(l,m)

Below interactive figure shows how earth rotation create different kind of ellipse for a baseline.

Feel free to pan around the earth to get a better picture.

Figure :

Baseline vector (u,v) projected onto (l,m) plane.

source: So You Want to Do VLBI by Bob Campbell