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gods-eye-view/scripts/build-milky-way.mjs
T
German KhokhlovandClaude Opus 5.5 d94cc35c81 fix(sky): keep the Milky Way out of model lighting, test the sky wiring
Scene reads skyBox._cubeMap as the environment map that lights models, in
the TEME, flipY layout of Cesium's own sky box; the ICRF Milky Way would
light them rotated. Rename the field so models keep Cesium's default.

Test the anime fade on a real StarrySky and that the viewer gets the sky
as an option (skyBox: false would drop the Sun and Moon). Correct three
comments on the star limit and the Milky Way levels.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-20 13:37:43 +04:00

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#!/usr/bin/env node
/**
* Build the soft Milky Way cube map in src/data/local_data/sky/ from the ESO
* all-sky Milky Way panorama.
*
* Source page: https://www.eso.org/public/images/eso0932a/
* Fetched: https://cdn.eso.org/images/original/eso0932a.tif
* (6000×3000 8-bit sRGB TIFF, 27.7 MB; sha256 in README.md)
* Credit: ESO/S. Brunier
* License: CC BY 4.0 (https://www.eso.org/public/outreach/copyright/).
* Modified: stars removed, blurred, reprojected to ICRF cube
* faces and tone-mapped, as below.
* Frame: plate carrée in galactic coordinates, centred on the Galactic
* Centre, galactic longitude increasing to the left.
*
* Transform (deterministic):
* 1. Resample to WORK_WIDTH×WORK_WIDTH/2 and convert sRGB to linear light.
* 2. Remove stars with a morphological opening (minimum, then maximum, over
* a (2·OPEN_RADIUS+1)² window): anything smaller than the window — every
* star — drops to the surrounding sky; the renderer draws catalogue stars
* itself, sharp and in the right place.
* 3. Paint out the planets the 2008–2010 exposures caught (PLANETS): they
* sit where today's sky has nothing and are far brighter than any star.
* 4. Blur with a three-pass box approximation of a Gaussian, σ = BLUR_DEG on
* the sky: rows wrap in longitude and widen by 1/cos(latitude) so the
* blur stays round towards the poles. Faint glow blends to a second,
* FAINT_BLUR_DEG blur, so it carries no clumps of unresolved stars.
* 5. Resample into six FACE_SIZE² cube faces in the standard WebGL face
* orientation (the renderer uploads them without flipY), with the ICRF
* axes as the cube axes — +X to the March equinox, +Z to the north
* celestial pole — rotating each direction into galactic coordinates
* with the IAU J2000 matrix.
* 6. Map the median sky to black, easing in with a soft knee, and the
* brightest 0.01 % to about 97 % white, the knee's offset there (both
* levels taken before the faint-glow blend; on luminance, keeping each
* pixel's hue),
* encode with gamma 1/2.2 and ±0.5 LSB dither against banding; WebP.
*
* Usage:
* node scripts/build-milky-way.mjs <eso0932a.tif>
* Needs the sharp dev dependency.
*/
import path from 'node:path';
import { fileURLToPath } from 'node:url';
export const FACE_SIZE = 1024;
export const BLUR_DEG = 0.4;
// Faint glow takes a much wider blur: there the panorama is grain of
// unresolved stars, which a 0.4° blur leaves as clumps. Bright parts keep the
// fine blur and their dust lanes; FAINT_RANGE (fraction of black-to-white)
// is where the two blend.
export const FAINT_BLUR_DEG = 2;
const FAINT_RANGE = [0.005, 0.08];
const WORK_WIDTH = 4096;
const OPEN_RADIUS = 3;
const WEBP_QUALITY = 96;
// The median sky is the black level: away from the galactic plane the
// panorama carries a mottled glow of unresolved stars and dust that reads as
// grey blotches around the globe. A hard cut there draws edges of its own, so
// the level eases in over SOFT_KNEE (a fraction of the black-to-white range).
const BLACK_PERCENTILE = 0.5;
const SOFT_KNEE = 0.03;
const WHITE_PERCENTILE = 0.9999;
const OUT_DIR = path.join(
path.dirname(fileURLToPath(import.meta.url)),
'..',
'src',
'data',
'local_data',
'sky',
);
/**
* Bright planets in the panorama, galactic longitude/latitude in degrees and
* the radius painted over with the surrounding sky. By position both are
* Jupiter, in Sagittarius (2008) and Aquarius (2010); no catalogue star lies
* under either.
*/
export const PLANETS = Object.freeze([
{ l: 13.4, b: -16.6, radiusDeg: 2.5 },
{ l: 69.0, b: -58.4, radiusDeg: 2.5 },
]);
/** Cube faces in WebGL upload order. */
export const CUBE_FACES = Object.freeze([
'positiveX',
'negativeX',
'positiveY',
'negativeY',
'positiveZ',
'negativeZ',
]);
export const FACE_FILE_SUFFIX = Object.freeze({
positiveX: 'px',
negativeX: 'nx',
positiveY: 'py',
negativeY: 'ny',
positiveZ: 'pz',
negativeZ: 'nz',
});
/**
* ICRF (J2000 equatorial) → galactic rotation, rows = galactic axes
* (Hipparcos catalogue, ESA SP-1200 vol. 1 §1.5.3).
*/
export const ICRF_TO_GALACTIC = Object.freeze([
[-0.0548755604162154, -0.873437090234885, -0.4838350155487132],
[0.4941094278755837, -0.4448296299600112, 0.7469822444972189],
[-0.867666149019004, -0.1980763734312015, 0.4559837761750669],
]);
/**
* Direction (not normalized) that the WebGL cube-map lookup sends to texel
* coordinate (s, t) ∈ [0, 1]² of `face`, t = 0 being the first image row.
* Inverse of the OpenGL ES 3.0 §3.8.10 major-axis table.
*/
export function cubeFaceDirection(face, s, t) {
const sc = 2 * s - 1;
const tc = 2 * t - 1;
switch (face) {
case 'positiveX':
return [1, -tc, -sc];
case 'negativeX':
return [-1, -tc, sc];
case 'positiveY':
return [sc, 1, tc];
case 'negativeY':
return [sc, -1, -tc];
case 'positiveZ':
return [sc, -tc, 1];
case 'negativeZ':
return [-sc, -tc, -1];
default:
throw new RangeError(`Unknown cube face ${face}`);
}
}
/** Rotate an ICRF direction into galactic coordinates. */
export function icrfToGalactic([x, y, z]) {
return ICRF_TO_GALACTIC.map((row) => row[0] * x + row[1] * y + row[2] * z);
}
/**
* Map a direction to (u, v) ∈ [0, 1)² of a plate carrée centred on
* longitude 0 with longitude increasing to the left and v = 0 at +90°.
*/
export function directionToPlateCarree(x, y, z) {
const longitude = Math.atan2(y, x);
const latitude = Math.atan2(z, Math.hypot(x, y));
let u = 0.5 - longitude / (2 * Math.PI);
u -= Math.floor(u);
return [u, 0.5 - latitude / Math.PI];
}
/** Box widths whose three passes approximate a Gaussian of `sigma` (Kovesi). */
function boxRadii(sigma) {
const ideal = Math.sqrt((12 * sigma * sigma) / 3 + 1);
let lower = Math.floor(ideal);
if (lower % 2 === 0) lower -= 1;
const upper = lower + 2;
const m = Math.round(
(12 * sigma * sigma - 3 * lower * lower - 12 * lower - 9) /
(-4 * lower - 4),
);
return [0, 1, 2].map((i) => ((i < m ? lower : upper) - 1) / 2);
}
/** Index along a line, wrapped or clamped at the ends. */
function lineIndex(i, length, wrap) {
if (wrap) return ((i % length) + length) % length;
return i < 0 ? 0 : i >= length ? length - 1 : i;
}
/** Running-sum box blur of one strided line. */
function boxLine(src, dst, offset, stride, length, radius, wrap) {
if (radius < 1) {
for (let i = 0; i < length; i++)
dst[offset + i * stride] = src[offset + i * stride];
return;
}
const r = wrap ? Math.min(radius, Math.floor((length - 1) / 2)) : radius;
const at = (i) => src[offset + lineIndex(i, length, wrap) * stride];
let sum = 0;
for (let i = -r; i <= r; i++) sum += at(i);
const scale = 1 / (2 * r + 1);
for (let i = 0; i < length; i++) {
dst[offset + i * stride] = sum * scale;
sum += at(i + r + 1) - at(i - r);
}
}
/** Minimum or maximum over a (2r+1) window of one strided line. */
function extremumLine(src, dst, offset, stride, length, radius, wrap, pick) {
for (let i = 0; i < length; i++) {
let value = src[offset + lineIndex(i - radius, length, wrap) * stride];
for (let k = -radius + 1; k <= radius; k++)
value = pick(
value,
src[offset + lineIndex(i + k, length, wrap) * stride],
);
dst[offset + i * stride] = value;
}
}
/** Separable minimum or maximum filter over a plate-carrée plane, in place. */
function extremumPlane(plane, width, height, radius, pick) {
const scratch = new Float32Array(plane.length);
for (let y = 0; y < height; y++)
extremumLine(plane, scratch, y * width, 1, width, radius, true, pick);
for (let x = 0; x < width; x++)
extremumLine(scratch, plane, x, width, height, radius, false, pick);
}
/** Blur one plate-carrée channel in place, round on the sphere. */
function blurPlane(plane, width, height, sigmaPx) {
const scratch = new Float32Array(plane.length);
for (let y = 0; y < height; y++) {
const latitude = (0.5 - (y + 0.5) / height) * Math.PI;
const sigmaX = Math.min(
width / 4,
sigmaPx / Math.max(Math.cos(latitude), 1e-3),
);
for (const radius of boxRadii(sigmaX)) {
boxLine(plane, scratch, y * width, 1, width, Math.round(radius), true);
plane.set(scratch.subarray(y * width, (y + 1) * width), y * width);
}
}
for (const radius of boxRadii(sigmaPx)) {
for (let x = 0; x < width; x++)
boxLine(plane, scratch, x, width, height, Math.round(radius), false);
plane.set(scratch);
}
}
/** Unit vector for galactic longitude and latitude in degrees. */
function galacticVector(l, b) {
const lr = (l * Math.PI) / 180;
const br = (b * Math.PI) / 180;
return [
Math.cos(br) * Math.cos(lr),
Math.cos(br) * Math.sin(lr),
Math.sin(br),
];
}
/**
* Replace a disc of the sky with the median of the ring just outside it, per
* channel. A median, not a mean: the planet's diffraction spikes reach far
* past the disc and would lift a mean well above the sky. The blur that
* follows hides the seam.
*/
function paintOut(planes, width, height, { l, b, radiusDeg }) {
const centre = galacticVector(l, b);
const inner = Math.cos((radiusDeg * Math.PI) / 180);
const outer = Math.cos(((radiusDeg + 1) * Math.PI) / 180);
const disc = [];
const ring = [];
const span = Math.ceil(((radiusDeg + 1) / 180) * height);
const row = Math.round((0.5 - b / 180) * height);
for (let y = Math.max(0, row - span); y < Math.min(height, row + span); y++) {
const latitude = 90 - ((y + 0.5) * 180) / height;
for (let x = 0; x < width; x++) {
const longitude = (0.5 - (x + 0.5) / width) * 360;
const p = galacticVector(longitude, latitude);
const cos = p[0] * centre[0] + p[1] * centre[1] + p[2] * centre[2];
if (cos >= inner) disc.push(y * width + x);
else if (cos >= outer) ring.push(y * width + x);
}
}
for (const plane of planes) {
const values = Float32Array.from(ring, (index) => plane[index]).sort();
const median = values[values.length >> 1];
for (const index of disc) plane[index] = median;
}
}
/** Bilinear sample with longitude wrap and latitude clamp. */
function samplePlane(plane, width, height, u, v) {
const fx = u * width - 0.5;
const fy = Math.min(Math.max(v * height - 0.5, 0), height - 1);
const x0 = Math.floor(fx);
const y0 = Math.floor(fy);
const ax = fx - x0;
const ay = fy - y0;
const xa = ((x0 % width) + width) % width;
const xb = (xa + 1) % width;
const yb = Math.min(y0 + 1, height - 1);
const top = plane[y0 * width + xa] * (1 - ax) + plane[y0 * width + xb] * ax;
const bottom =
plane[yb * width + xa] * (1 - ax) + plane[yb * width + xb] * ax;
return top * (1 - ay) + bottom * ay;
}
/** Deterministic hash noise in [-0.5, 0.5) for dithering. */
function dither(index, channel) {
let h = (index * 374761393 + channel * 668265263) | 0;
h = Math.imul(h ^ (h >>> 13), 1274126177);
h ^= h >>> 16;
return (h >>> 0) / 4294967296 - 0.5;
}
/**
* Black level with a soft knee: 0 at and below the level, then a quadratic
* ease that joins the straight line, so faint sky fades out instead of
* ending in a contour.
*/
export function softBlack(x, knee = SOFT_KNEE) {
return x <= 0 ? 0 : (x * x) / (x + knee);
}
export function smoothstep(edge0, edge1, x) {
const t = Math.min(Math.max((x - edge0) / (edge1 - edge0), 0), 1);
return t * t * (3 - 2 * t);
}
/**
* Per pixel, keep `fine` where `weight(luminance of coarse)` is 1 and take
* `coarse` where it is 0, blending in between. The weight follows the coarse
* copy, so it is smooth itself and draws no seams along dark lanes. Writes
* into `fine`.
*/
function blendByBrightness(fine, coarse, weight) {
const [r] = fine;
for (let i = 0; i < r.length; i++) {
const w = weight((coarse[0][i] + coarse[1][i] + coarse[2][i]) / 3);
for (let c = 0; c < 3; c++)
fine[c][i] = coarse[c][i] + (fine[c][i] - coarse[c][i]) * w;
}
}
/** Value at `fraction` of the sorted luminance. */
function luminancePercentile(planes, fraction) {
const [r, g, b] = planes;
const lum = new Float32Array(r.length);
for (let i = 0; i < lum.length; i++) lum[i] = (r[i] + g[i] + b[i]) / 3;
lum.sort();
return lum[Math.min(lum.length - 1, Math.floor(fraction * lum.length))];
}
const srgbToLinear = (value) =>
value <= 0.04045 ? value / 12.92 : ((value + 0.055) / 1.055) ** 2.4;
async function decodePanorama(sharp, file) {
const width = WORK_WIDTH;
const height = WORK_WIDTH / 2;
const raw = await sharp(file)
.resize(width, height, { fit: 'fill', kernel: 'lanczos3' })
.removeAlpha()
.raw()
.toBuffer();
const lut = Float32Array.from({ length: 256 }, (_, i) =>
srgbToLinear(i / 255),
);
const planes = [0, 1, 2].map(() => new Float32Array(width * height));
for (let i = 0; i < width * height; i++)
for (let c = 0; c < 3; c++) planes[c][i] = lut[raw[i * 3 + c]];
return { width, height, planes };
}
async function main() {
const [file] = process.argv.slice(2);
if (!file) throw new Error('usage: build-milky-way.mjs <eso0932a.tif>');
const { default: sharp } = await import('sharp');
const { width, height, planes } = await decodePanorama(sharp, file);
const sigmaPx = (BLUR_DEG / 180) * height;
for (const plane of planes) {
extremumPlane(plane, width, height, OPEN_RADIUS, Math.min);
extremumPlane(plane, width, height, OPEN_RADIUS, Math.max);
}
// After the opening: it sinks the starry sky to the dark gaps between
// stars, and a fill taken before it would stay brighter than the sky.
for (const planet of PLANETS) paintOut(planes, width, height, planet);
const wide = planes.map((plane) => Float32Array.from(plane));
for (const plane of planes) blurPlane(plane, width, height, sigmaPx);
for (const plane of wide)
blurPlane(plane, width, height, (FAINT_BLUR_DEG / 180) * height);
// Levels from the fine blur, so the blend weight and the output share
// them; the blend moves the median only in the faint sky it smooths.
const black = luminancePercentile(planes, BLACK_PERCENTILE);
const white = luminancePercentile(planes, WHITE_PERCENTILE);
blendByBrightness(planes, wide, (luminance) =>
smoothstep(
FAINT_RANGE[0],
FAINT_RANGE[1],
(luminance - black) / (white - black),
),
);
let total = 0;
for (const face of CUBE_FACES) {
const pixels = Buffer.alloc(FACE_SIZE * FACE_SIZE * 3);
for (let j = 0; j < FACE_SIZE; j++) {
for (let i = 0; i < FACE_SIZE; i++) {
const direction = cubeFaceDirection(
face,
(i + 0.5) / FACE_SIZE,
(j + 0.5) / FACE_SIZE,
);
const [u, v] = directionToPlateCarree(...icrfToGalactic(direction));
const index = j * FACE_SIZE + i;
const rgb = [0, 1, 2].map((c) =>
samplePlane(planes[c], width, height, u, v),
);
const luminance = (rgb[0] + rgb[1] + rgb[2]) / 3;
const level = softBlack((luminance - black) / (white - black));
for (let c = 0; c < 3; c++) {
// Scale every channel by the luminance curve to keep the hue.
const linear = luminance > 0 ? (rgb[c] / luminance) * level : 0;
const encoded = Math.min(linear, 1) ** (1 / 2.2) * 255;
pixels[index * 3 + c] = Math.min(
255,
Math.max(0, Math.round(encoded + dither(index, c))),
);
}
}
}
const out = path.join(OUT_DIR, `milkyway_${FACE_FILE_SUFFIX[face]}.webp`);
const info = await sharp(pixels, {
raw: { width: FACE_SIZE, height: FACE_SIZE, channels: 3 },
})
.webp({ quality: WEBP_QUALITY, smartSubsample: true, effort: 6 })
.toFile(out);
total += info.size;
console.log(`${path.relative(process.cwd(), out)}: ${info.size} bytes`);
}
console.log(`total ${total} bytes`);
}
if (process.argv[1] === fileURLToPath(import.meta.url)) await main();