What is it?

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chris
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What is it?

Post #1by chris » 18.09.2009, 16:09

Time for a little game... Here's a screen shot from my development version of Celestia, showing a minor new feature. Can anyone guess what's going on here?

janus1.jpg


--Chris

Ricardo
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Re: What is it?

Post #2by Ricardo » 18.09.2009, 17:17

Ring's shadows!
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Re: What is it?

Post #3by chris » 18.09.2009, 18:42

Ricardo wrote:Ring's shadows!

That was quick!

The work is part of an effort to clean up and enhance the Celestia's shadow code. The generalization of ring shadows for bodies that aren't themselves encircled by rings was inspired by an entry in Emily Lakdawalla's blog:

http://www.planetary.org/blog/article/00002078/

The Celestia image is quite close to the actual Cassini image (I think frame 8 in the animation...) I think that the differences are due to slightly incorrect size, shape, and perhaps orientation of Janus. For this test, I used a SPICE kernel for the orbit of Janus--the default elliptical orbit isn't nearly accurate enough.

Here's another image of ring shadows, this time on Rhea:

rhea1.jpg


Though I don't have a Cassini image to compare with this time, I think that the shadows should be a little fuzzier. Because Rhea is farther from Saturn than Janus, the apparent size of ring features will be smaller with respect to the apparent size of the Sun, which should tend to blur things out more. This effect is only incompletely accounted for in my model.

EDIT: Forgot to mention... The darker circular region on the lower part of Rhea is a partial eclipse of the Sun by Mimas.

--Chris

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Re: What is it?

Post #4by duds26 » 18.09.2009, 19:12

These are good improvements.
The generalization is a big step forwards.
The blurriness will make Celestia pretty realistic for the mentioned situations.

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Re: What is it?

Post #5by Hungry4info » 18.09.2009, 21:58

That's amazing Chris! I'm glad to see this 8O :D
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Re: What is it?

Post #6by chris » 19.09.2009, 00:17

Hungry4info wrote:That's amazing Chris! I'm glad to see this 8O :D

Thanks! I thought you might be interested--wasn't it you who pointed out the too-sharp shadows of Uranus' rings quite a while ago?

--Chris

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Re: What is it?

Post #7by Ricardo » 19.09.2009, 12:46

I cannot see this feature in the roadmap (or I missed it?); this is for 1.6.x?
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Re: What is it?

Post #8by volcanopele » 19.09.2009, 23:24

I agree, the issue of the non-point source sun should be addressed, as it would certainly be an issue for the outer satellites in particular, looking at that image of Rhea.

While you've brought this up Chris, is there any chance for the reverse, satellite shadows on the rings, in the new shadow code?
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Re: What is it?

Post #9by symaski62 » 19.09.2009, 23:56

windows 10 directX 12 version
celestia 1.7.0 64 bits
with a general handicap of 80% and it makes much d' efforts for the community and s' expimer, thank you d' to be understanding.

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Re: What is it?

Post #10by Hungry4info » 20.09.2009, 08:16

chris wrote:
Hungry4info wrote:That's amazing Chris! I'm glad to see this 8O :D

Thanks! I thought you might be interested--wasn't it you who pointed out the too-sharp shadows of Uranus' rings quite a while ago?

--Chris

Yes sir =)
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Re: What is it?

Post #11by chris » 21.09.2009, 20:45

volcanopele wrote:I agree, the issue of the non-point source sun should be addressed, as it would certainly be an issue for the outer satellites in particular, looking at that image of Rhea.

I've already mostly addressed it... It turns out that mipmaps (basically smaller, prefiltered versions of the base texture) give a reasonable visual approximation of the affect of a non-point light source on ring shadows. I wrote some new code that calculates the mipmap level to use based on the resolution of the ring texture and the projected size of the ring shadows. The graphics hardware interpolates between mipmap levels automatically, so the there's no 'jump' between mipmaps as the shadowed object gets further from the rings.

While you've brought this up Chris, is there any chance for the reverse, satellite shadows on the rings, in the new shadow code?
[/quote]

Yes, though some other problems need to be solved first. The shadows need to be volumetric, with the size of the umbra decreasing with increasing distance from the shadow caster. The effects of this are very evident in the Cassini's images of long shadows cast onto the rings near Saturn's equinox. At the moment, the same umbra size is used over the entire shadow--a decent approximation for shadows that aren't dramatically extended along the light-to-occluder direction.

--Chris

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Re: What is it?

Post #12by Hungry4info » 22.10.2009, 12:20

Chris, what does that look like as the equinox passes? Is one side of the ring gradually dimmed as the other is gradually made brighter?
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Re: What is it?

Post #13by chris » 27.10.2009, 23:29

Hungry4info wrote:Chris, what does that look like as the equinox passes? Is one side of the ring gradually dimmed as the other is gradually made brighter?

The abruptness of the transition depends on your viewing geometry. If the Sun is behind you, the transition from lit to unlit side is very abrupt. It's more gradual when the the viewer is facing the Sun. This is (I think) correct for those sections of the rings that are primarily backscattering. Forward scattering of light by the rings is not yet modeled, so there's more work to be done.

I've committed the patch to SVN, so you can try it out yourself now.

--Chris


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