Readme update

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connor committed 2026-10-14 20:48:13 -04:00
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@@ -448,7 +448,8 @@ This gets the overall brightness and the phase (how much of the disk is
lit) right. It misses some things that are visible in real images:
- Earth's oceans, land and clouds differ in brightness by a factor of
several. An albedo map comes in M2.
several. From lighting L1, Earth's surface comes from an image (next
section); clouds come in M4.
- The full Moon looks almost uniformly bright out to its edge. A Lambertian
sphere instead darkens toward the edge, because the light there arrives
and leaves at grazing angles. Lunar soil scatters light back toward its
@@ -658,7 +659,7 @@ Limitations:
shades (a few mm on Landsat 8) lets light through, because of the acne
margins above.
- **One sample per pixel.** Shadows are sampled at the pixel center, like
everything else, until M2's pixel-area sampling.
everything else, until M3's pixel-area sampling.
- **Bodies.** Earth and the Moon do not use shadow maps. Their shadows on
the target are the eclipse factor below, applied to the whole target.
@@ -721,10 +722,10 @@ velocity as an input, which the scene does not carry yet.
| Effect | Where |
|---|---|
| Light from Earth and the Moon illuminating the target (Earthshine, Moonshine) | M2 |
| Earth's shadow on the Moon (lunar eclipses) | M2 |
| Eclipses seen on the bodies: Earth's shadow on the Moon, the Moon's on Earth | M2 |
| Earthshine on the Moon's night side | M4 |
| The Sun as a disk that is darker toward its edge (limb darkening) | M2 |
| Pixel-area sampling (anti-aliasing): graded edges, thin parts | M2 |
| Pixel-area sampling (anti-aliasing): graded edges, thin parts | M3 |
| Lens distortion | M3 |
| Blur from diffraction and lens imperfections (point spread function) | M3 |
| Noise: photon shot noise, read noise, dark current, pixel-to-pixel variation | M3 |