Simulation of the Sky


SilverLining™ also provides a visual simulation of the sky itself. This is no simple gradient of blue drawn in the background - this is based on a real-time physical simulation that starts with NASA data of the solar spectrum, astronomical computations of the solar position relative to the local horizon, and simulates the scattering of this light through the Earth's atmosphere as it makes its way through the molecules and particles of the air.

This is done using a highly accurate clear-sky model developed by the National Renewable Energy Laboratory adapted for real-time use, in conjuction with previously published work on sky luminance distribution.

The result: accurate skies for any time of day, for any location on the planet. Sunsets and sunrises with red horizons. Illuminated full-moon nights. Long shadows in the winter. It all adds up to increased realism for your outdoor scenes.

 




How do we do all this computation in real-time? Much of the calculation is offloaded to your 3D graphics card using custom shaders written to compute the sky color at any given direction in the sky. This allows SilverLining™ to continue its calculations while the sky is simulated in parallel using the processor on your video card.

There are more things in the sky than just the sun. SilverLining™ also accurately computes positions of visible stars and planets for nighttime scenes, and renders them accurately according to their stellar magnitude.

The moon also acts as a light source in SilverLining™ , and its position and phase is simulated and affects your outdoor scenes as well. On dark nights, especially bright planets or stars are also subjected to a physically-based glare simulation, which is also offloaded to your graphics card as a shader.


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