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