18 KiB
resolved
Renders what a spacecraft camera sees: Earth, Moon, Sun and a target spacecraft loaded from a mesh. The inputs are an epoch, the observer and target states and attitudes, and a camera model. Images are radiometric: the renderer works in radiance and converts to electrons and then DN through the camera's optics and detector, so an image should match what a real camera with the same parameters records.
It is built for closed-loop simulation, where each step renders one frame and latency is the number that matters. The goal is high-fidelity 1–2 MP RGB in about 10 ms end to end on a mid-range GPU (the reference is an RTX 3060); 100 ms is the ceiling, not the aim. Lighting fidelity and camera fidelity are selected separately, and each tier is benchmarked, so a run can trade fidelity for speed knowing what each step costs.
Rendering goes through wgpu. On a machine without a GPU, the same shaders run
on the CPU through Mesa's lavapipe (vulkan-swrast on Arch,
mesa-vulkan-drivers on Debian and Ubuntu).
Performance and fidelity
Lighting and camera fidelity are chosen separately: lighting tiers L0 to L3,
camera tiers C0 to C3, set with RendererOptions::fidelity in the library and
--lighting and --camera on the command line. A tier is a fixed bundle of
features, and a tier that needs data (L1 needs an image of Earth's surface)
refuses to start without it. A row is added here as each tier is complete, with
its measured cost and a sample image from the same scene, so the cost of each
step up is visible at a glance.
Times are one 1920 x 1080 RGB frame end to end (submit to wait_view, with
the DN image ready to read), median of criterion runs, over models from 12 to
752,000 triangles: the box-wing, Landsat 8 and ICESat-2. The GPU's own work is
0.7 to 0.9 ms of that at L0 and 1.1 to 1.5 ms at L1, of which 0.48 ms is the
sensor pass writing the image into memory the CPU reads. wait, which copies
the 12 MB image into a new Vec, takes 1.8 to 2.0 ms on the RTX 3060 at L0
and 2.3 to 3.1 ms at L1, and on lavapipe 7 to 77 ms and 14 to 144 ms. L1's
setup also loads the Earth and Moon maps, about 1 s, once. In the sample scene
the GPU's work is 3.8 ms at C1, of which 1.3 ms is drawing Earth and the Moon
at 2 x 2 and 1.0 ms the blur, and 33 ms at C2, of which 30 ms is the FFT
convolution on a 4096 x 4096 grid. The C2 sample uses the example camera's
Gaussian PSF, and looks like C1's: at f/4 the Airy core is smaller than a
pixel, and its wings show around the Sun (examples/scenes/sun-glare.toml).
lavapipe ran on the Intel Core Ultra 9 285K's 24 cores. Run to run, the RTX
3060's times vary by about 5 %, and lavapipe's by up to 15 % between sessions.
The samples are the Landsat 8 example scene (examples/scenes/landsat8.toml),
the preview (not --pretty) at half size, with the noise of seed 0. cargo bench -p resolved reproduces the numbers (L1 when the maps are in data/,
and stars from C1 when the catalog is), and resolved render --timings N
shows the per-pass split.
Planned: L2 adds measured materials and the atmosphere; L3 is path traced.
Usage
use resolved::nalgebra::{UnitQuaternion, Vector3};
use resolved::radiometry::AU;
use resolved::{CameraConfig, Mesh, Pose, Renderer, Scene, Target};
# fn main() -> Result<(), resolved::Error> {
// Setup, once: device, shaders, spectra folded into the camera's channels.
let mut renderer = Renderer::new(CameraConfig::example(), Default::default())?;
// A model, uploaded once. Usually `Mesh::load(path, &options)` on an STL or glTF.
let stl = "solid panel
facet normal 0 0 0
outer loop
vertex 0 -1 -1
vertex 0 1 -1
vertex 0 0 1
endloop
endfacet
endsolid panel";
let panel = renderer.load_model(&Mesh::from_stl(&mut std::io::Cursor::new(stl), "panel", &Default::default())?)?;
// Each step: inertial positions in meters, Earth at the origin.
let target = Vector3::new(7.0e6, 0.0, 0.0);
let moon = Vector3::new(0.0, 3.844e8, 0.0);
let scene = Scene {
earth_attitude: UnitQuaternion::identity(),
sun: Vector3::new(AU, 0.0, 0.0),
moon,
// Which way the Moon's surface map faces; an ephemeris gives it exactly.
moon_attitude: Scene::moon_facing_earth(moon),
targets: vec![Target { model: panel, pose: Pose::new(target, UnitQuaternion::identity()) }],
// From camera C1, what makes positions apparent; an ephemeris gives Earth's and
// the Moon's, and the observer's is the simulation's.
velocities: Default::default(),
};
let observer = Pose::looking_at(target + Vector3::new(20.0, 0.0, 0.0), target, Vector3::z()).unwrap();
let pending = renderer.submit(&scene, &observer)?;
// ... the simulation's own work for this step overlaps the GPU's here ...
let frame = pending.wait()?;
// (`pending.wait_view()` lends the image where the GPU left it instead of copying it,
// saving 0.6 ms or more at 1920 x 1080; the next `submit` waits until it is dropped.)
// 12-bit DN, channels r, g, b interleaved. The panel faces the Sun and the camera.
assert!(frame.dn_at(960, 540, 1) > 1000);
# Ok(())
# }
Command line
resolved render renders a scene described in TOML: camera overrides, the
observer, Sun and Moon positions (or an epoch, with the astrokit feature) and
targets with their models. examples/scenes/ has commented examples:
boxwing.toml uses a small generated model that is in the repository, lunar-eclipse.toml and solar-eclipse.toml show two
real eclipses at lighting L1, full-moon.toml the Moon's map, crescent-moon.toml
its night side lit by Earth, earthrise.toml
and moonrise.toml put Earth, the Moon and a spacecraft in one view (from lunar
orbit and from geostationary height), sun-glare.toml puts the Sun in the frame
of a camera whose CCD blooms (camera C1), sunset.toml lights a spacecraft with
the Sun setting behind Earth's atmosphere (lighting L1), and the rest use NASA spacecraft models
(Landsat 8, ICESat-2, OSTM/Jason-2, an SSL-1300 and ACE) that
scripts/fetch-models.sh downloads into examples/models/nasa/. That script needs Node (for npx),
because most NASA models are Draco-compressed and are decoded on the way in.
At lighting L1, Earth's surface comes from NASA's Blue Marble, which
scripts/fetch-earth.sh downloads and resizes (with ImageMagick) into
data/earth/, one image per month. The month comes from the scene's epoch, or
from [appearance] earth_month in a scene without one. scripts/fetch-earth.sh --sharp 07 also makes July's sharp map (460 m per texel instead of 2.45 km; 330 MB
to download and about 3 minutes to make 4.9 GB), which the CLI and the movie use
when it is there. Finer still, a scene can name boxes of ground in [appearance] earth_regions to draw from ESA WorldCover's 10 m Sentinel-2 composite;
scripts/fetch-earth-regions.py --scene FILE downloads the 1-degree cells that
cover them (about 650 MB each) and makes each into data/earth/regions/ (194 MB
of GPU memory a cell). Only the cells named are fetched, and only ahead of time:
the CLI draws cells that are not there from the sharp map and names them.
suez.toml looks straight down from 500 km where four such cells meet. Clouds over Earth come from the Blue Marble's cloud map (Terra
MODIS, 2001 July 29), which scripts/fetch-clouds.sh downloads (420 MB) and
resizes into data/clouds/blue-marble.png; [appearance] clouds = false leaves
them out. Lighting L2 draws the clouds of the scene's day instead (its epoch's, or
[appearance] cloud_date), which scripts/fetch-dated-clouds.py FIRST [LAST] makes
from MODIS for each day in a range (about two minutes and 0.3 GB of downloads a
day) into data/clouds/YYYY-MM-DD.png; the example scenes use 2024-07-15 and their
epochs' days. The Moon's surface
comes from the LRO Camera's normalized-reflectance mosaic, which
scripts/fetch-moon.py downloads (1.2 GB) and assembles (with numpy and Pillow)
into data/moon/wac-hapke-643.png. The Moon is turned by the scene's epoch, or
by moon_attitude in a scene without one (by default facing Earth, which can
be off by up to about 10 degrees). Also at lighting L1, and shown by camera C1,
stars come from the Hipparcos, Tycho-2 and Gaia DR3 catalogs, which scripts/fetch-stars.py downloads (210 MB of
files and 2.3 GB of Gaia queries, about an hour) and merges into
data/stars/stars.bin (590 MB, 37 million stars to G 15); their proper motion
is taken to the scene's epoch, or J2000 in a scene without one. The CLI loads
only the stars bright enough to show at the camera's exposure.
stars-pleiades.toml is a star field, and geo-telescope-*.toml a telescope
on one geostationary satellite imaging another against the stars.
cargo run --release -p resolved-cli -- render \
--scene examples/scenes/boxwing.toml \
--out frame.png --preview preview.png --timings 50
scripts/make-gallery.sh renders every example scene at L0 and L1, with
camera C1, into gallery/ with --pretty, skipping any whose model or data
is missing, and scripts/serve-gallery.py serves the result as a web page on
port 8000 of every interface, each scene captioned from its file.
scripts/gallery-delta.py shows what a change did to the images: it renders
the example scenes at two revisions, noiseless, and the gallery's Delta tab
shows each changed image before, after, and with its changed pixels colored
(orange brighter, blue darker), with the change in DN. With no arguments it
compares HEAD with uncommitted changes, or HEAD~1 with HEAD when there are
none; --base and --head pick others. Each commit is built in a git worktree
under target/delta/ and its renders are kept, so comparing the next commit
reuses them. About 40 s on the RTX 3060 once built; it needs numpy, Pillow and
ImageMagick.
crates/resolved-showcase makes a 30-second movie at lighting L1 and camera
C1: an inspector holding station behind a Landsat 8 model 705 km up, which
astrokit propagates with J2. Time runs fast over the daylit Earth, slows as
the Moon rises over the limb ahead, and slows almost to real time as the
spacecraft passes into Earth's shadow. The camera drifts on a small natural
relative orbit around its station, and adjusts its exposure frame by frame, up
to the flight time between frames, by at most 6 times per second of flight. It
meters the first frame before taking it. In Earth's shadow at the end,
exposures reach about 2 s, and show the target lit by the Moon and the stars
above the limb. --out movie.mp4 encodes it with ffmpeg, rendering and tone
mapping each 1920 x 1080 frame in about 9 ms on the RTX 3060. --serve 0.0.0.0:8010 renders it live, in step with the clock, and streams it as MJPEG
at 60 frames per second (--fps; at 120 it skips up to 16 frames in 5 s),
skipping about 9 more where the flight starts over, while it meters, to the
gallery page's Movie tab, which also plays and offers the recorded file
(make-gallery.sh writes gallery/movie.mp4):
cargo run --release -p resolved-showcase -- --serve 0.0.0.0:8010
--outwrites raw DN as a 16-bit PNG, shifted up to fill 16 bits as cameras usually store them: a 12-bit DN is the stored value divided by 16. It is linear, so it looks dark next to the preview.--previewwrites an 8-bit sRGB image for looking at, with the bias as black and saturation as white. It is the signal as recorded, so a scene exposed to keep its brightest parts unsaturated looks dark.--prettymakes the preview look like a photograph instead: white balanced to sunlight, with a tone curve that brightens shadows and midtones by up to 3 times and rolls highlights off to white at saturation.--outis the same either way.--timings Nrenders N frames and reports setup and per-frame times.--lighting L0|L1and--camera C0|C1|C2pick the fidelity tiers (default L0 and C0).--supersampling Nrenders each pixel as N x N finer ones from C1 (default 2).--psf-reach Nsets how far in pixels camera C2's PSF must reach (default 16; it reaches as far as its FFT grid allows, 64 px at 1920 x 1080 and 2 x 2). A tier the scene or the data cannot support stops with an error naming what is missing.--seed Nand--frame Npick the detector noise at camera C1 (default 0 and 0): the same seed and frame give the same image.--noiselessleaves out the noise, dark current and fixed pattern, so two renders differ only where their light does.--data DIRsays where the tiers' data is (earth/bmng-2004-MM.jpg,moon/wac-hapke-643.pngandstars/stars.bin). Without it the CLI triesRESOLVED_DATA, then./data, then the repository'sdata/.--adaptertakesauto,gpu,cpuor part of an adapter's name;resolved adapterslists them.--kernels DIRsays where astrokit's kernels are, for scenes given by epoch. Without it the CLI triesASTROKIT_KERNELS, thendata/kernels, then the sibling../astrokitcheckout it was built against.
Features
astrokit: build aScenefrom an epoch with astrokit's ephemerides (JPL DE440s for the Sun and Moon, ITRF93 for Earth's orientation), throughephemeris::Ephemeris. astrokit is not on crates.io, so this expects a checkout at../astrokitnext to this repository, and its kernels from itsscripts/fetch-kernels.sh(orASTROKIT_KERNELSpointing at them).
Status
Lighting L0 and L1 and cameras C0, C1 and C2 are in: the library renders
Earth, Moon, Sun and targets to DN through Renderer, and the CLI renders
scene files. Lighting L1 draws Earth's surface from Blue Marble and the Moon's
from the LRO Camera's map, shadows on the target, light from Earth and the
Moon on it, eclipses on Earth and the Moon, the Sun's limb darkening, and
stars from Hipparcos, Tycho-2 and Gaia, which camera C1 shows. Camera C1 adds
pixels that collect light over their area, lens distortion (Brown-Conrady),
lens blur (a Gaussian PSF) applied to the scene rendered 2 x 2 finer than the
pixels, the Sun, Moon and Earth at their apparent positions (light time and
aberration), detector noise (shot, dark current and read noise, seeded and
reproducible), the detector's fixed pattern (PRNU, DSNU and hot pixels), and
blooming along columns or into neighbors. Camera C2 adds diffraction (the Airy
pattern, averaged over each channel's band) and measured PSFs, applied with
their wings by FFT. Planned, in order:
- Lighting: BRDF and spectral materials, atmospheric scattering, clouds, lunar terrain.
- Portable ray tracing, path tracing, and label outputs for ML.
- Validation against lunar, Earth and Mitsuba references; motion blur, rolling shutter, stray light; multi-band and 4k.
Conventions
- SI units throughout: meters, seconds, radians, watts.
- Scene state is f64 in an inertial frame (GCRF). The GPU only sees f32 coordinates relative to the camera.
Layout
crates/resolved: the library.crates/resolved-cli: theresolvedcommand, for rendering without writing a host program.examples/: scene files and the box-wing model (scripts/make-example-model.pyregenerates it). The NASA scenes are generated byscripts/make-example-scenes.py.scripts/: generators for compiled-in data and examples.docs/optics.md: the optics and radiometry the renderer models, explained for readers without an optics background.
Development
Point git at the committed hooks once per clone:
git config core.hooksPath hooks
pre-commit runs formatting, clippy and the library unit tests; pre-push
runs the full test suite, including doctests, and the documentation build.
The integration tests render on both a hardware GPU and lavapipe, so running
them needs a Vulkan driver for the GPU and lavapipe installed. Set
WGPU_BACKEND, WGPU_ADAPTER_NAME and the other standard wgpu environment
variables to steer adapter discovery.
Benchmarks are end-to-end frame times (submit then wait, readback
included) on the GPU and on lavapipe, at two resolutions, for the box-wing and,
once fetched, Landsat 8 and ICESat-2:
cargo bench -p resolved
For where a frame's time goes, resolved render --timings N adds GPU
timestamps around each pass (RendererOptions::profile in the library).
To see what the GPU tests render, set RESOLVED_TEST_IMAGES=1. Each test then
writes a PNG per device to target/tmp/test-images/, scaled so a white
surface facing the Sun is full white:
RESOLVED_TEST_IMAGES=1 cargo test --test gpu -- bodies:: mesh::
License
MIT



