The CANDLE Engineering Demonstration Unit (EDU) was selected by the 2022 APRA program to develop and demonstrate the ability to reach the flux accuracy and range required for an artificial flux calibration star. A critical issue in producing accurate and reliable flux calibration is systematic effects; this EDU is providing a path to deploying an artificial star calibration payload outside Earth’s atmosphere with SI-traceable calibration that enables accurate throughput characterization of astronomical and earth science observatories in space and on the ground. Such a payload could be carried independently on a dedicated platform such as an orbiting satellite, e.g. the Orbiting Configurable Artificial Star (ORCAS), by a star shade at L2, or some other independent platform to enable accurate end-to-end throughput vs. wavelength calibration that can be measured repeatedly throughout the operational lifetime of an observatory. Once calibrated, the observatory is enabled to carry out astrophysical programs whose science objectives demand high accuracy and/or high precision observations. One specific and immediate application is establishing SI-traceable standard stars beyond the current limited set. We show in this paper the progress made in developing this EDU.
We propose a method for real-time photorealistic stereo rendering of the natural phenomenon of fire. Applications
include the use of virtual reality in fire fighting, military training, and entertainment. Rendering fire in real-time
presents a challenge because of the transparency and non-static fluid-like behavior of fire. It is well known that, in
general, methods that are effective for monoscopic rendering are not necessarily easily extended to stereo rendering
because monoscopic methods often do not provide the depth information necessary to produce the parallax required for
binocular disparity in stereoscopic rendering. We investigate the existing techniques used for monoscopic rendering of
fire and discuss their suitability for extension to real-time stereo rendering. Methods include the use of precomputed
textures, dynamic generation of textures, and rendering models resulting from the approximation of solutions of fluid
dynamics equations through the use of ray-tracing algorithms. We have found that in order to attain real-time frame
rates, our method based on billboarding is effective. Slicing is used to simulate depth. Texture mapping or 2D images
are mapped onto polygons and alpha blending is used to treat transparency. We can use video recordings or prerendered
high-quality images of fire as textures to attain photorealistic stereo.
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