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{{ | {{see also|ALS technical notes}} | ||
[[File:Light scattering dec12 05.jpg|thumb|Light scattering demonstration in FlightGear]] | [[File:Light scattering dec12 05.jpg|thumb|Light scattering demonstration in FlightGear]] | ||
A surprisingly large fraction of whatever we get to see from an [[Aircraft|airplane]] is '''light scattered''' somewhere '''in the atmosphere'''. This includes the obvious phenomena like the blue color of the sky and the golden-red sunrise and sunset light, but also any form of haze and fog, for instance the effect that faraway objects loose their colors and fade into blue-white. In a typical situation, around 70% of the color values of the scene outside the cockpit are not determined by the color of the scenery textures but by sunlight and haze colors. Having a detailed model of atmospheric light scattering is therefore important for a realistic visual experience in a flight simulation. | A surprisingly large fraction of whatever we get to see from an [[Aircraft|airplane]] is '''light scattered''' somewhere '''in the atmosphere'''. This includes the obvious phenomena like the blue color of the sky and the golden-red sunrise and sunset light, but also any form of haze and fog, for instance the effect that faraway objects loose their colors and fade into blue-white. In a typical situation, around 70% of the color values of the scene outside the cockpit are not determined by the color of the scenery textures but by sunlight and haze colors. Having a detailed model of atmospheric light scattering is therefore important for a realistic visual experience in a flight simulation. |