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Environment Effects
FlightIG provides extensive simulation of atmospheric and meteorological
effects for both OTW and sensor views. Many of these effects can
be combined into a named Environment (e.g., dawn, day, dusk, full
Moon, etc.). Each named environment can include clouds, sky color,
horizon glow, direct and ambient illumination, and other environment
effects.
You can find out more about the effects below:
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Read more in-depth information on FightIG:
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| Direct and ambient lighting |
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In each environment, the user can select the color
and intensity of direct and ambient illumination. The azimuth and
elevation of the Sun and Moon can be specified directly or controlled
automatically be the solar and lunar ephemeris models. |
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| Moving clouds |
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FlightIG supports multiple cloud layers, limited
only by the pixel fill capacity on the target platform. Each layer
can have a selectable texture pattern, can be opaque or translucent,
have adjustable transition regions, thickness, and interior visibility,
and can move with a specified velocity. |
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| Scud |
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Scud is implemented as pseudo-random reductions
in visibility in the transition regions of cloud layers. |
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| Ground fog |
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Ground fog is implemented just like a cloud layer,
with selectable visibility in the layer. Ground fog can be host-controlled
to specify the altitude and density. Ground fog is visible from above,
and terrain and cultural features can penetrate above the ground fog
layer. |
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| Fog, haze, rain, and snow |
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FlightIG can create the appearance of fog, rain,
or snow through combinations of visibility and fade color. |
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| Horizon glow |
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Horizon glow can be controlled in color and intensity,
and its position is slaved to the solar ephemeris. |
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| Sun |
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The Sun is rendered, and its position is slaved
to the solar ephemeris. |
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| Moon |
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The Moon is rendered in phase, and its position
is slaved to the lunar ephemeris. |
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| Stars |
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Stars are implemented as variable-brightness light
points on a celestial sphere. The user can select the number of stars
N, and the N brightest stars will be selected at load time. Star brightness
can be globally scaled as required to tune appearance for the display
system. The orientation of the celestial sphere can be slaved to the
sidereal ephemeris. |
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| Storm cells |
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Storm cells can be positioned under host control.
Cells can have the appearance of a building or mature cumulonimbus
cloud, with host-controlled base and top altitudes and horizontal
extents. Cells have selectable severity, which controls in-cloud visibility,
precipitation density in the rain shaft, and lightning frequency.
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| Lightning |
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Storm cells simulate lightning as flashes that
are pseudo-random in location and rate of occurrence. When in the
field of view and within the visibility range, lightning appears as
discrete zigzag strokes between the ceiling and ground, with an accompanying
temporal increase in scene ambient lighting. When out of the field
of view, or beyond the visibility range, or when ownship is above
a continuous cloud layer, lightning appears as a full-screen temporal
luminance increase. |
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