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29 Mar 2024 10:24:16 EDT (-0400)
  TerraPOV - Sky system - Atmosphere - Part4, A Better model (cont'd) (Message 1 to 3 of 3)  
From: Bruno Cabasson
Subject: TerraPOV - Sky system - Atmosphere - Part4, A Better model (cont'd)
Date: 20 May 2009 04:46:45
Message: <op.ut7zxedwm1sclq@pignouf>
Hello crazy people who continue to read me! However I am happy you are  
here.

A) Determining more accurate scattering color
---------------------------------------------
In the previous post  
(http://news.povray.org/povray.binaries.tutorials/thread/%3Cop.utj6u4lym1sclq%40pignouf%3E/
  
on May 7th), we played with some atmosphere parameters: elevation of the  
sun, altitude of the camera, the density power factor ('k' in  
d=Dmax*exp(-k*h/T)).

Now, there is another parameter which is worth to focus on: the rayleigh  
scattering color. TerraPOV follows the physical property of Rayleigh  
scattering which is wavelength dependent and is proportional to the 4th  
power of the ratio of the wavelengths, most scattering being short  
wavelengths (explaining blue sky). TerraPOV uses 3 'equivalent'  
wavelengths for red, green, and bue. Most of you know that RGB are related  
to the color spectrum of screen phospors and to human eye perception. So  
it is not physically correct to make 3 single wavelengths correpond to the  
RGB primaries. But we can try to determine better wavelengths that fit  
observation closer.

For the first posts, I determined them using a CIExy chart with sRGB color  
space and D65 white point I found on the web. I applied a ruler on the  
screen from D65 to R, G, and B primaries successively and see the  
intersection with the monochromatic locus. I got:

R --> 650 nm
G --> 555 nm
B --> 460 nm

giving the scattering color rgb <0.2508, 0.4719, 1.0000>.


That was a start point for the model. But, as we'll see below, the  
saturation of the sky color is too low.To go further, I put CIE 1931 Color  
Matching Function values in a spread sheet and re-calculated the  
monochromatic locus and the coordinates of RGB primaries in that context.  
With a precise chart, and 3 thin lines drawn from D65 to monocromatic  
locus through the 3 primaries. I got another set of values:

R --> 612 nm
G --> 549 nm
B --> 465 nm

giving the scattering color rgb <0.3333, 0.5147, 1.0000>.

In fact, those values obtained using the 4th power of the wavelength  
ratios are not really a color, but rather a set of relative scattering  
factors, normalized to blue. The behaviour is quite visually acceptable  
because it follows the basic physics rule (4th power).

Now, let's get into the color world. We take the previous 3 wavelengths  
and determine their RGB equivalent using the xyz -> RGB transformation  
(which can have negative values for red and green), and linear  
interpolation:

612 nm --> rgb <1.671473, -0.049618, 0.152247>
549 nm --> rgb <-0,290579, 1.499741, 0,233735>
465 nm --> rgb <-0.0333144, -0.0412474, 1.6444632>

We apply the relative factors and we get:

C =  0.3333*<1.671473, -0.049618, 0.152247>
    + 0.5147*<-0,290579, 1.499741, 0,233735>
    + 1.0000*<-0.0333144, -0.0412474, 1.6444632> = <0.3742, 0.7141, 1.8155>

And if we normalize to blue (remember, the TP_RAYLEIGH_AMOUNT variable is  
a multiplying factor defaulted to 1), we get:

#declare TP_RAYLEIGH_SCATTERING_COLOR = rgb <0.2061, 0.3933, 1.0>;

Surprisingly, this is very close to a simple rgb <0.2, 0.4, 1>.

It appears that the wavelengths are no more very useful: TP_LAMBDA_RED,  
TP_LAMBDA_GREEN, and TP_LAMBDA_BLUE are removed. This value is our new  
start point.

B) Checking colors
------------------
In order to check colors, we need to have our screen calibrated. Without  
devices and sepcialized software, one may visit the  
http://www.lagom.nl/lcd-test pages. This being done, we need to see what  
happens in all the sky sphere. We need a fisheye camera. Let's make  
TerraPOV provide several cameras. So we implement variables to chose which  
camera we want:

// Cameras
#declare TP_DEFAULT_CAMERA = 0;
#declare TP_FISHEYE_CAMERA = 1;

#declare TP_CAMERA = TP_FISHEYE_CAMERA;

#declare TP_FISHEYECAM_HEIGHT = 0.5*m;

#declare _tp_fisheye_camera = camera
{
     location 0
     angle 180
     right x*image_width/image_height
     look_at   z
     rotate -90*x
     rotate 180*y // To make the sun raise at the bottom of the image
     translate TP_FISHEYECAM_HEIGHT *y
}

#switch(TP_CAMERA )
     #case (TP_DEFAULT_CAMERA)
         camera {_tp_default_camera}
         #break

     #case (TP_FISHEYE_CAMERA)
         camera {_tp_fisheye_camera}
         #break

     #else
         camera {_tp_default_camera}
         #break
#end

The picture Skydome_rgb_0.2061_0.3933_1.0.png illustrates the situation  
for -5, -1, 1, 5, 20 and 70 deg elevation. Not so bad. We just notice that  
we have saturation of light near the horizon for intermediate elevations  
(20°).Increasing sampling (intervals and samples) for a better integration  
reduces this effect.

What will be our criteria for tuning colors at the stage we are now? I  
take 2 objective and quantizable parameters, and one subjective. The first  
two are the color of the sky and lightness of a white ground with 90¦  
elevation sun, the subjective criterion is the behaviour at low elevation  
and whether or not it looks realistic (remembering we still are in a pure  
atmosphere with air molecules only and with rayleigh scattering only).

Criterion #1:  Color of the sky: Hue, Saturation, and Lightness. Somebody  
called Zawischa from Hannover university wrote a paper on scattering and  
sky colors, see  
http://www.itp.uni-hannover.de/~zawischa/ITP/scattering.html. He computed  
the theoretical color of the sky due to Rayleigh scattering, and I'll  
trust him:

     Hue: 0.6
     Saturation: 0.533
     Lightness: 0.7

Let's try to get those values for a 90° elevation sun near the zenith.

Criterion #2: A 100% white ground with 100% diffuse appears 100% bright  
for a 90° elevation sun. The white light from our sun passing through a  
Rayleigh scattering media cannot produce white color on the ground. Never  
mind, that will be part of next step. For now, our goal is to approach  
these desired value as much as we can, and see what happens.

Criterion #3: Sunsets must appear natural.

All seen from ground level, of course.

We have at our disposal the scattering amount (defaulted to 1 for the  
moment), the Dmax of the atmosphere, the brightness of the sun (defaulted  
to 1 for the moment), and the scattering color of the media.

I sampled methodically a sufficiently wide domain for those parameters, I  
put the values obtained in a spreadsheet, and I could draw the following  
conclusions:

   - Increasing the scattering amount, increases lightness, and descreases  
saturation. In our case, we are always in the first part of the scattering  
amount/lightness curve. This is shown by figure  
IncreasingAmount_rgb_0.2_0.4_1.0.png. If we continue to increase the  
amount, the attenuation will prevail and the curve will bend until it gets  
a negative slope that reaches the x-axis asymptotically.

   - Increasing Red decreases mainly saturation

   - Increasing Green decreases mainly hue

   - Increasing brightness simply increases lightness

I varied the scattering amount from 0.5 to 5 by 0.25 step with default  
values for other prarameters, with scattering color rgb <0.2, 0.4, 1.0>. I  
varied red from 0.5 to 2, and green from 0.2 to 0.6, both with 0.05 step.  
I chose the values that corresponded best and tweaked by hand the  
scattering color.

I ended up with those values and the second series of skies  
Skydomes_bestrayleigh.png.

Amount = 2.3
Scattering color = rgb <0.135, 0.33, 1>
Brightness = 1/0.95 = 1.0526
Sky color at zenith, sun 90° elevation = hsl <0.6, 0.533, 0.698>
Ground color = rgb <0.996, 0.965, 0.855>  = hsl <0.128, 0.141, 0.996>
Ground Brighness = 0.996

Interpretation
--------------
- Amount: We cannot use the brightness parameter to increase the  
brightness of the sky, otherwise the ground will be saturated too quickly.  
So we must use the scattering amount parameter.

- Scattering color: the rgb values for the scattering color correspond to  
the following wavelengths, taking green as reference:

Red --> 686 nm
Green --> 549 nm
Blue --> 416 nm

The spectrum has been widened. This is because, in reality, our eyes  
percieve also shorter and longer wavelengths. Those values take into  
account what happens perceptually at both ends of the spectrum. Without  
being really aware of it, we performed an integration of those wavelengths  
with the Color Matching Functions. However the integrated spectrum is  
considered as uniform (rgb 1). Witout this, we could NEVER reach the  
saturation we wanted. So it's OK for our first objective criterion.

For the 3rd criterion, sunsets look obviously too greenish, and we have a  
yellow color at 5° elevation and still a little at 20°, which is not very  
realistic. This is due to the high scattering amount value of 2.3.

What about the second criterion, color of the ground? As mentionned above,  
the white rgb 1 light of our sun cannot yield white color on the ground  
because it lost more blue than red by travelling through the atmosphere.  
The problem comes from sRGB assumptions and sun's real irradiance  
spectrum. Until now, our model does not match the sRGB assumptions: the  
light is rgb 1 at GROUND LEVEL with real values and the D65 white point is  
the color defined considering clear sky under so-called 'standard'  
conditions. That's why we cannot meet both objective criteria, nor is the  
subjective criterion met. We'll have to deal with sun's spectrum above the  
atmosphere, sun's spectrum on the ground. The difference is what is  
absorbed.

So, WTF? Can't we have it all?

Our model needs new features: taking spectra into account (white ground,  
good sky color, good lighness without a high amount of scttering), and  
absorption (ozone: less greenish sunsets). I hope we can have it all ...

Next post will deal with spectra and absorption: TerraPOV - Sky system -  
Atmosphere - Part5, An advanced model

Perhaps there will be some survivors to read me ...


Bruno

PS: The code for today:

#include "colors.inc"
#include "consts.inc"

global_settings
{
     #if (version < 3.7) assumed_gamma 1 #end
     max_trace_level 20
}

// Units
#declare m = 0.1; // A value of 1 makes the sun's distance ouside POV's  
numerical domain.
#declare km = 1000*m;
#declare mm = 0.001*m;

//    -----------------
// -- | Builtin enums | ------
//    -----------------
// Cameras
#declare TP_DEFAULT_CAMERA = 0;
#declare TP_FISHEYE_CAMERA = 1;

//    -------------
// -- | Parameters | ------
//    -------------

// Camera
#declare TP_CAMERA = TP_FISHEYE_CAMERA;

// Earth parameters
#declare TP_EARTH_RADIUS = 6378.137*km;

// Sun parameters
#declare TP_SUN_HEADING = 0;
#declare TP_SUN_ELEVATION = 70;
#declare TP_BRIGHTNESS = 1/0.95;
#declare TP_SUN_COLOR = White;
#declare TP_SUN_APPARENT_APERTURE = 0.5; // Commonly admitted value

// Atmosphere parameters
#declare TP_ATMO_BOTTOM = -1*m;

#declare TP_RAYLEIGH_FACTOR = 1.0;
#declare TP_RAYLEIGH_DENSITY_MAX = 1;
#declare TP_RAYLEIGH_AMOUNT = 2.3;

#declare TP_ATMO_INTERVALS = 5; // Necessary for good integration
#declare TP_ATMO_SAMPLES = 5;
#declare TP_ATMO_METHOD = 3;

// Default camera parameters
#declare TP_DEFCAM_HEIGHT = 2*m; // Let's be tall
#declare TP_DEFCAM_HEADING = 0;
#declare TP_DEFCAM_ELEVATION = -90; // Let's look up a little
#declare TP_DEFCAM_ANGLE = 60;

// Fisheye camera prameters
#declare TP_FISHEYECAM_HEIGHT = 0.5*m;

//    -------------
// -- |  Engine   | ------
//    -------------

// Earth
#declare _tp_earth = sphere
{
     0, TP_EARTH_RADIUS
     pigment {White} // Could be any predefined texture, but normally, the  
terrain hides the sphere
     finish {ambient 0 diffuse 1}
     translate -TP_EARTH_RADIUS*y
}

// Sun
#declare TP_SUN_DISTANCE = 10*TP_EARTH_RADIUS; // Far enough. Actual  
distance in the scene is not very critical, as the light ays are parallel
#declare TP_SUN_RADIUS =  
TP_SUN_DISTANCE*tan(radians(TP_SUN_APPARENT_APERTURE/2));
#declare _tp_basic_sun = light_source
{
   <0, 0, 0>
   color rgb TP_SUN_COLOR*TP_BRIGHTNESS
   looks_like {sphere{0, TP_SUN_RADIUS pigment{Yellow} finish {diffuse 0  
ambient 1}}}
   translate TP_SUN_DISTANCE*z
   parallel point_at -z
   rotate -TP_SUN_ELEVATION*x
   rotate TP_SUN_HEADING*y
}

// Atmosphere: density
#declare TP_BASE_RAYLEIGH_POWER = 6.7;  // Constant
#declare _tp_rayleigh_power = TP_BASE_RAYLEIGH_POWER*TP_RAYLEIGH_FACTOR;
#declare TP_ATMO_THICKNESS = 50*km;
#declare _tp_rayleigh_density = density
{
     function
     {
        
TP_RAYLEIGH_DENSITY_MAX*exp(-_tp_rayleigh_power*(sqrt(x*x+(y+TP_EARTH_RADIUS)*(y+TP_EARTH_RADIUS)+z*z)
 
- TP_EARTH_RADIUS - TP_ATMO_BOTTOM)/TP_ATMO_THICKNESS)
     }
}

// Atmosphere: scattering color
//#declare TP_RAYLEIGH_SCATTERING_COLOR = rgb  
<pow(TP_LAMBDA_BLUE/TP_LAMBDA_RED, 4), pow(TP_LAMBDA_BLUE/TP_LAMBDA_GREEN,  
4), 1>;
//#declare TP_RAYLEIGH_SCATTERING_COLOR = rgb <0.2061, 0.3933, 1.0>;
#declare TP_RAYLEIGH_SCATTERING_COLOR = rgb <0.135, 0.33, 1>;

// Atmosphere: media
#declare _tp_rayleigh_media = media
{
     method TP_ATMO_METHOD
     intervals TP_ATMO_INTERVALS
     samples TP_ATMO_SAMPLES
     scattering
     {
	RAYLEIGH_SCATTERING
	color TP_RAYLEIGH_AMOUNT*TP_RAYLEIGH_SCATTERING_COLOR/TP_ATMO_THICKNESS
	extinction 1 // The only physically accurate value
     }
     density {_tp_rayleigh_density}
}

// Atmosphere: shell
#declare _tp_rayleigh_atmosphere = difference
{
     sphere {0, TP_EARTH_RADIUS + TP_ATMO_BOTTOM + TP_ATMO_THICKNESS  
translate -TP_EARTH_RADIUS*y}
     sphere {0, TP_EARTH_RADIUS + TP_ATMO_BOTTOM translate  
-TP_EARTH_RADIUS*y}
     hollow
     pigment {rgbt 1}
     interior {media{_tp_rayleigh_media}}
}

// Default camera
#declare _tp_default_camera = camera
{
     location 0
     angle TP_DEFCAM_ANGLE
     right     x*image_width/image_height
     look_at   z
     rotate -TP_DEFCAM_ELEVATION*x
     rotate TP_DEFCAM_HEADING*y
     translate TP_DEFCAM_HEIGHT*y // Could use trace() to make sure we are  
above the surface. But no terrain yet ...
}

// Fisheye camera
#declare _tp_fisheye_camera = camera
{
     fisheye
     location 0
     angle 180
     right x*image_width/image_height
     look_at   z
     rotate -90*x
     translate TP_FISHEYECAM_HEIGHT*y
}


// Scene
object {_tp_earth}
object {_tp_rayleigh_atmosphere}
object {_tp_basic_sun}

#switch(TP_CAMERA )
     #case (TP_DEFAULT_CAMERA)
         camera {_tp_default_camera}
         #break

     #case (TP_FISHEYE_CAMERA)
         camera {_tp_fisheye_camera}
         #break

     #else
         camera {_tp_default_camera}
         #break
#end


-- 
Utilisant le client e-mail révolutionnaire d'Opera :  
http://www.opera.com/mail/


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Attachments:
Download 'skydome_rgb_0.2061_0.3933_1.0.png' (854 KB) Download 'increasingamount_rgb_0.2_0.4_1.0.png' (17 KB) Download 'skydomes_bestrayleigh.png' (860 KB)

Preview of image 'skydome_rgb_0.2061_0.3933_1.0.png'
skydome_rgb_0.2061_0.3933_1.0.png

Preview of image 'increasingamount_rgb_0.2_0.4_1.0.png'
increasingamount_rgb_0.2_0.4_1.0.png

Preview of image 'skydomes_bestrayleigh.png'
skydomes_bestrayleigh.png


 

From: James
Subject: Re: TerraPOV - Sky system - Atmosphere - Part4, A Better model (cont'd)
Date: 28 Feb 2011 07:20:01
Message: <web.4d6b8451228106317df91cd80@news.povray.org>
"Bruno Cabasson" <bru### [at] cabassoncom> wrote:
> Hello crazy people who continue to read me! However I am happy you are
> here.

Hello there. I'm new to the group but have followed your TerraPOV articles with
interest. I don't know if TerraPOV is still a current project, so I borrowed
your most recently posted code and did some test renders with different
environments. Hopefully I'm not rediscovering the wheel.

The attached scene was traced from the surface of the planet at 2m elevation
facing sunwards: heading zero and sun elevation of -1 degree. I'm unsure if this
shows that TerraPOV is working or if it's a 'feature' of it. The scene is your
code with a cloud sphere at 5km altitude and a textured moon (true scale) at a
15 earth radii distance.

Test renders from satellite altitude look visually correct when compared with
NASA orbital images so your code seems quite accurate so far.

Thanks.
j.


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sunset.jpg


 

From: Nekar Xenos
Subject: Re: TerraPOV - Sky system - Atmosphere - Part4, A Better model (cont'd)
Date: 17 Mar 2011 07:57:45
Message: <op.vshkuhfiufxv4h@go-dynamite>
On Mon, 28 Feb 2011 14:16:02 +0200, James <vis period optima amount gmail  
dot <"com>"> wrote:

> "Bruno Cabasson" <bru### [at] cabassoncom> wrote:
>> Hello crazy people who continue to read me! However I am happy you are
>> here.
>
> Hello there. I'm new to the group but have followed your TerraPOV  
> articles with
> interest. I don't know if TerraPOV is still a current project, so I  
> borrowed
> your most recently posted code and did some test renders with different
> environments. Hopefully I'm not rediscovering the wheel.
>
> The attached scene was traced from the surface of the planet at 2m  
> elevation
> facing sunwards: heading zero and sun elevation of -1 degree. I'm unsure  
> if this
> shows that TerraPOV is working or if it's a 'feature' of it. The scene  
> is your
> code with a cloud sphere at 5km altitude and a textured moon (true  
> scale) at a
> 15 earth radii distance.
>
> Test renders from satellite altitude look visually correct when compared  
> with
> NASA orbital images so your code seems quite accurate so far.
>
> Thanks.
> j.
>

I think there might be a hole in your planet if it is a mesh or an  
isosurface. It could help to put a black sphere inside your planet that is  
just a little bit smaller than your planet.

-- 
-Nekar Xenos-


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