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fix(sky): keep the Sun and Moon, settle outside the ICRF tables
- Pass the custom sky box to the Viewer instead of `skyBox: false`, which also stopped CesiumWidget from creating the Sun and the Moon. Guarded by scripts/qa-sky-sun-moon.mjs. - Outside the IAU 2006 tables (before 1975, after ~2050) the preload resolves without data; remember that span and stay on TEME instead of preloading and rendering every frame. - The anime style no longer cel-shades the far plane, where four bands turned the faint Milky Way into blotches. - Paint the planets out after the star-removing opening and with the ring median, so no brighter plateau is left; faces rebuilt. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -15,12 +15,12 @@
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*
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* Transform (deterministic):
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* 1. Resample to WORK_WIDTH×WORK_WIDTH/2 and convert sRGB to linear light.
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* 2. Paint out the planets the 2008–2010 exposures caught (PLANETS): they
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* sit where today's sky has nothing and are far brighter than any star.
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* 3. Remove stars with a morphological opening (minimum, then maximum, over
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* 2. Remove stars with a morphological opening (minimum, then maximum, over
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* a (2·OPEN_RADIUS+1)² window): anything smaller than the window — every
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* star — drops to the surrounding sky; the renderer draws catalogue stars
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* itself, sharp and in the right place.
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* 3. Paint out the planets the 2008–2010 exposures caught (PLANETS): they
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* sit where today's sky has nothing and are far brighter than any star.
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* 4. Blur with a three-pass box approximation of a Gaussian, σ = BLUR_DEG on
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* the sky: rows wrap in longitude and widen by 1/cos(latitude) so the
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* blur stays round towards the poles.
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@@ -234,16 +234,18 @@ function galacticVector(l, b) {
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}
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/**
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* Replace a disc of the sky with the mean of the ring just outside it, per
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* channel. The blur that follows hides the seam.
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* Replace a disc of the sky with the median of the ring just outside it, per
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* channel. A median, not a mean: the planet's diffraction spikes reach far
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* past the disc and would lift a mean well above the sky. The blur that
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* follows hides the seam.
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*/
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function paintOut(planes, width, height, { l, b, radiusDeg }) {
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const centre = galacticVector(l, b);
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const inner = Math.cos((radiusDeg * Math.PI) / 180);
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const outer = Math.cos(((radiusDeg + 0.5) * Math.PI) / 180);
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const outer = Math.cos(((radiusDeg + 1) * Math.PI) / 180);
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const disc = [];
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const ring = [];
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const span = Math.ceil(((radiusDeg + 0.5) / 180) * height);
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const span = Math.ceil(((radiusDeg + 1) / 180) * height);
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const row = Math.round((0.5 - b / 180) * height);
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for (let y = Math.max(0, row - span); y < Math.min(height, row + span); y++) {
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const latitude = 90 - ((y + 0.5) * 180) / height;
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@@ -256,10 +258,9 @@ function paintOut(planes, width, height, { l, b, radiusDeg }) {
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}
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}
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for (const plane of planes) {
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let sum = 0;
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for (const index of ring) sum += plane[index];
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const mean = sum / ring.length;
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for (const index of disc) plane[index] = mean;
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const values = Float32Array.from(ring, (index) => plane[index]).sort();
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const median = values[values.length >> 1];
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for (const index of disc) plane[index] = median;
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}
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}
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@@ -323,12 +324,14 @@ async function main() {
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const { default: sharp } = await import('sharp');
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const { width, height, planes } = await decodePanorama(sharp, file);
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const sigmaPx = (BLUR_DEG / 180) * height;
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for (const planet of PLANETS) paintOut(planes, width, height, planet);
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for (const plane of planes) {
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extremumPlane(plane, width, height, OPEN_RADIUS, Math.min);
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extremumPlane(plane, width, height, OPEN_RADIUS, Math.max);
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blurPlane(plane, width, height, sigmaPx);
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}
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// After the opening: it sinks the starry sky to the dark gaps between
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// stars, and a fill taken before it would stay brighter than the sky.
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for (const planet of PLANETS) paintOut(planes, width, height, planet);
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for (const plane of planes) blurPlane(plane, width, height, sigmaPx);
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const black = luminancePercentile(planes, BLACK_PERCENTILE);
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const white = luminancePercentile(planes, WHITE_PERCENTILE);
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let total = 0;
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