Understanding reflection geometry is understanding where light is going. The objective is to understand how light reflects into the camera and how to do it in a uniform manner. The key is to control the unwanted reflections so that we can eliminate hot spots.
If the part is flat it looks like this, if parts are curved, bumpy, or shiny it will make a difference. At that point we will need to analyze what angle or angles of reflection will be required for even illumination.


When illuminating a mirrored surface, even the brightest light will not reach the CCD array if it is at the wrong angle.

The W will teach you about where you need to place light and why you have seen hotspots in the past.
The W will define the true boundaries between bright field and dark field. In this example we are looking at a very shiny surface. If you have the brightest light in the world placed at an angle in the dark area (dark field) it will always bounce off at an angle and never reach the camera. Any light placed in the bright field ( inside the W), you will see everything. If that is the case, you must have an evenly uniform light or you will get reflection. If you have a curved surface, the W will get bigger and bigger and the darkfield (W) will be expanded.

The best approach to lighting a cylindrical part is Continuous Diffused Illumination (CDI). In this case you want the light source to be as close as possible to the part to generate a solid angle which will wrap around the part. In this case the maximum degree of a solid angle is +/- 80 degrees. This is the maximum angle because you cannot get light at that angle to reflect back. The farther away you get, the less wrap around lighting you will have.

When evaluating an application, one must decide how much uniformity is needed and what is good enough.
In this example from left to right you will see:
