I'm trying to implement an algorithm to calculate sky color based on this paper (Perez' model). Before I start programming the shader I wanted to test the concept in Mathematica. There are already some problems I cannot get rid off. Maybe someone already has implemented the algorithm.
I started with equations for the absolute zenital luminances Yz
, xz
and yz
as proposed in the paper (page 22). The values for Yz
seem to be reasonable. The following diagram shows Yz
as a function of the zenital distance of the sun for a turbidity T
of 5:
The function gamma(zenith,azimuth,solarzenith,solarazimuth) calculates the angle between a point with the given zenital distance and azimuth and the sun at the given position. This function seems to work, too. The following diagram shows this angle for solarzenith=0.5
and solarazimuth=0
. zenith
grows from top down (0 to Pi/2), azimuth
grows from left to right (-Pi to Pi). You can clearly see the position of the sun (the bright spot, angle becomes zero):
The Perez function (F) and coefficients have been implemented as given in the paper. Then the color values Yxy should be absolute value * F(z, gamma) / F(0, solarzenith)
. I expect those values to be within the range [0,1]. However, this is not the case for the Y component (see update below for details). Here are some sample values:
{Y, x, y}
{19.1548, 0.25984, 0.270379}
{10.1932, 0.248629, 0.267739]
{20.0393, 0.268119, 0.280024}
Here is the current result:
The Mathematica Notebook with all calculations can be found here and the PDF version here.
Does anyone have an idea what I have to change to get the same results as in the paper?
C like code
// this function returns the zenital Y component for
// a given solar zenital distance z and turbidity T
float Yz(float z, float T)
{
return (4.0453 * T - 4.9710)*tan( (4.0f/9-T/120)*(Pi-2*z) ) - 0.2155 * T + 2.4192
}
// returns zenital x component
float xz(float z, float T)
{
return //matrix calculation, see paper
}
// returns zenital y component
float yz(float z, float T)
{
return //matrix calculation, see paper
}
// returns the rgb color of a Yxy color
Color RGB(float Y, float x, float y)
{
Matrix m; //this is a CIE XYZ -> RGB conversion matrix
Vector v;
v.x = x/y*Y;
v.y = Y;
v.z = (1-x-y)/y*Y;
v = M * v; //matrix-vector multiplication;
return Color ( v.x, v.y, v.z );
}
// returns the 5 coefficients (A-E) for the given turbidity T
float[5] CoeffY(float T)
{
float[5] result;
result[0] = 0.1787 * T - 1.4630;
result[1] = -0.3554 * T + 0.4275;
...
return result;
}
//same for Coeffx and Coeffy
// returns the angle between an observed point and the sun
float PerezGamma(float zenith, float azimuth, float solarzenith, float solarazimuth)
{
return acos(sin(solarzenith)*sin(zenith)*cos(azimuth-solarazimuth)+cos(solarzenith)*cos(zenith));
}
// evalutes Perez' function F
// the last parameter is a function
float Perez(float zenith, float gamma, float T, t->float[5] coeffs)
{
return (1+coeffs(T)[0] * exp(coeffs(T)[1]/cos(zenith)) *
(1+coeffs(T)[2] * exp(coeffs(T)[3]*gamma) +
coeffs(T)[4]*pow(cos(gamma),2))
}
// calculates the color for a given point
YxyColor calculateColor(float zenith, float azimuth, float solarzenith, float solarazimuth, float T)
{
YxyColor c;
float gamma = PerezGamma(zenith, azimuth, solarzenith, solarazimuth);
c.Y = Yz(solarzenith, T) * Perez(zenith, gamma, T, CoeffY) / Perez(0, solarzenith, T, CoeffY);
c.x = xz(solarzenith, T) * Perez(zenith, gamma, T, Coeffx) / Perez(0, solarzenith, T, Coeffx);
c.y = yz(solarzenith, T) * Perez(zenith, gamma, T, Coeffy) / Perez(0, solarzenith, T, Coeffy);
return c;
}
// draws an image of the sky
void DrawImage()
{
for(float z from 0 to Pi/2) //zenithal distance
{
for(float a from -Pi to Pi) //azimuth
{
YxyColor c = calculateColor(zenith, azimuth, 1, 0, 5);
Color rgb = RGB(c.Y, c.x, c.y);
setNextColor(rgb);
}
newline();
}
}
Solution
As promised I wrote a blog article about rendering the sky. You can find it here.