Albedo problems
Posted: 31.01.2003, 19:37
I'm not sure if this should be considered a "bug" or a "limitation". Probably the latter. To some people this is "obvious." but I was slightly surprised when I encountered it. Certainly it needs to be taken into consideration by anyone who might think about using Celestia to compare the brightness of objects.
When one observes a non-self-illuminating object in the sky, its albedo is a measure of how much light it reflects. Its brightness is determined by its albedo (i.e. the fraction of incoming light that is reflected), the solar phase angle (i.e. the fraction of the visible surface that is illuminated) and the total area of the visible surface (i.e. the object's diameter).
Unfortunately, in Celestia these factors only determine the maximum brightness that an object can have. Two identical objects with the same albedo, illumination and area can have quite different brightnesses depending on the choice of surface texture map. On a real object, the surface texture (i.e. color) is already factored into its albedo value (which actually is a function that has different values depending on the wavelengths involved in the measurement).
An example of the differences this can make can be seen at http://www.lns.cornell.edu/~seb/celestia/hutchison/index.html#4.3.
In the 4 images of Eros, only their surface texture maps differ but there are quite dramatic differences in their brightnesses.
sigh.
When one observes a non-self-illuminating object in the sky, its albedo is a measure of how much light it reflects. Its brightness is determined by its albedo (i.e. the fraction of incoming light that is reflected), the solar phase angle (i.e. the fraction of the visible surface that is illuminated) and the total area of the visible surface (i.e. the object's diameter).
Unfortunately, in Celestia these factors only determine the maximum brightness that an object can have. Two identical objects with the same albedo, illumination and area can have quite different brightnesses depending on the choice of surface texture map. On a real object, the surface texture (i.e. color) is already factored into its albedo value (which actually is a function that has different values depending on the wavelengths involved in the measurement).
An example of the differences this can make can be seen at http://www.lns.cornell.edu/~seb/celestia/hutchison/index.html#4.3.
In the 4 images of Eros, only their surface texture maps differ but there are quite dramatic differences in their brightnesses.
sigh.