Hey Luke,
osgEphemeris has a couple of models implemented, but they probably
suffer some of the same problems as yours. I first implemented this
one: http://www.cs.utah.edu/vissim/papers/sunsky/ . But the colors
before sunrise and after sunset just weren't right, so I commented it
out and implemented my own empirical model. I also was never
completely satisfied with the way it handles turbidity, and it doesn't
handle changing altitude the way you need it to. But it might be
worth looking at for ideas.
- Terry
Message: 3
Date: Sun, 10 Sep 2006 16:56:54 -0700
From: "binary millenium" <[EMAIL PROTECTED]>
Subject: [osg-users] Real Time Rendering of Atmospheric Scattering
Effects for Flight Simulators
To: [email protected]
Message-ID:
<[EMAIL PROTECTED]>
Content-Type: text/plain; charset="iso-8859-1"
Hello,
I've made first pass at implementing sky color algorithms suggested by the
paper "Real Time Rendering of Atmospheric Scattering Effects for Flight
Simulators" and put the code on sourceforge:
https://sourceforge.net/projects/bmillenium/
The main intent is to generate a realistic looking sky from any altitude-
many implementations out there use algorithms and lookup tables
only meant for ground level views.
There's a lot of tweaking to be done, it doesn't look that convincing yet-
is there anyone out there that has tried something like this and could help
me? Right now I'm not getting any good color effects for a sun near the
horizon, the sky turns out blueish to white (as you would want in most
cases, but not sunrise or sunset), and altering the turbidity isn't quite
doing what I want it too.
Thanks,
Luke
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