The development of local solar irradiance for outdoor computer graphics rendering

Atmospheric effects are approximated by solving the light transfer equation, LTE, of a given viewing path. The resulting accumulated spectral energy (its visible band) arriving at the observer’s eyes, defines the colour of the object currently on the line of sight. Due to the convenience of using a single rendering equation to solve the LTE for daylight sky and distant objects (aerial perspective), recent methods had opt for a similar kind of approach. Alas, the burden that the real-time calculation brings to the foil had forced these methods to make simplifications that were not in line with the actual world observation. Consequently, the results of these methods are laden with visual-errors. The two most common simplifications made were: i) assuming the atmosphere as a full-scattering medium only and ii) assuming a single density atmosphere profile. This research explored the possibility of replacing the real-time calculation involved in solving the LTE with an analytical-based approach. Hence, the two simplifications made by the previous real-time methods can be avoided. The model was implemented on top of a flight simulator prototype system since the requirements of such system match the objectives of this study. Results were verified against the actual images of the daylight skies. Comparison was also made with the previous methods’ results to showcase the proposed model strengths and advantages over its peers.

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