THREE.js-PathTracing-Renderer
celestiary
THREE.js-PathTracing-Renderer | celestiary | |
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2 | 4 | |
1,829 | 42 | |
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9.3 | 8.0 | |
3 days ago | 12 days ago | |
GLSL | JavaScript | |
Creative Commons Zero v1.0 Universal | - |
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THREE.js-PathTracing-Renderer
- Can threejs look as good as Octane renders?
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[Question] Need help with modelling the math/physics side of things
download and hack the examples from https://github.com/erichlof/THREE.js-PathTracing-Renderer
celestiary
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Mission to reach and operate at the focal region of the solar gravitational lens
hmm.. right.. if the angle of deflection is low and the star is close enough that its light and deflected light show up very close together. My intuition is this is not the case... remember Eddington's test of relativity was for deflection of starlight around our Sun. We're really close, yet it was observable with the moon obscuring the main sunlight.
the article[1] says "For light grazing the surface of the sun, the approximate angular deflection is roughly 1.75 arcseconds." So, what, we take the arcsin of 1.75 arcseconds to get the apparent divergence ratio, and multiply that by distance to stars? As long as that value is larger than the aperture of your camera, then you don't get competing light? Or maybe you'd need something like the TESS satellite, where you have a screen specially created to only allow certain beam transits into your detector.
I've worked with a nearest 10k stars database (https://celestiary.github.io/#sun) and the edge of that is about 2k light years away. So very roughly, let's say there's 1/8th of those in a certain direction... so you get.. what? some 2k sample points towards some distant object? But really most of them wouldn't deflect that object's light towards Earth, but usually over or undershoot.
Don't really know how to put these together quickly, but is giving me some good food for thought!
[1]https://en.wikipedia.org/wiki/Eddington_experiment
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Stellarium Astronomy Software
Thanks! Hmm.. not sure about that. I'm trying to jam it all around but can't get it to lock like that. If you can repro I'd appreciate a bug report! https://github.com/celestiary/web/issues
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Show HN: I rebuilt the flash app Scale of the Universe in WebGL
My own webgl port of Celestia, which allows zoom-out from Earth to the scale of nearest 10k stars:
https://celestiary.github.io/
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Open Source Mission Control Software from NASA
Hmm, the demo has a little "live video" window of a rover's view from the Moon's surface. This seems like a good integration point for a web-based space simulator. I will be doing just this!
https://github.com/pablo-mayrgundter/celestiary/issues/19
What are some alternatives?
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
stellarium - Stellarium is a free GPL software which renders realistic skies in real time with OpenGL. It is available for Linux/Unix, Windows and macOS. With Stellarium, you really see what you can see with your eyes, binoculars or a small telescope.
three-mesh-bvh - A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes.
Open MCT - A web based mission control framework.
GLSL-PathTracer - A toy physically based GPU path tracer (C++/OpenGL/GLSL)
aladin-lite - An astronomical HiPS visualizer in the browser
postprocessing - A post processing library for three.js.
stellarium-scripts - My scripts for Stellarium, the planetarium program. Good for studying the orbits of the planets and moons in real-time
water - ✨ TroisJS LiquidPlane component test ⚡
yamcs - A framework for mission control
three-globe - WebGL Globe Data Visualization as a ThreeJS reusable 3D object
awesome-space - 🛰️🚀A list of awesome space-related packages and resources maintained by The Orbital Index