Category: Gaia Sky
Rendering volume aurorae and nebulae
Some notes on my trials and tribulations adding aurorae to Gaia Sky
A few weeks ago someone created an issue in the Gaia Sky Codeberg repository requesting the addition of aurorae to the Earth. They used as an example the aurora add-on in Cosmographia1, which, at the time, looked to me like it was using some kind of billboard particle system to generate the effect. I never thought it looked particularly good for an aurora; I thought Gaia Sky could do better. So I set on a quest to implement a better looking aurora object in Gaia Sky. This wee quest would involve implementing three very different approaches to aurora rendering over the span of a few weeks, plus more than half a dozen 3D volume nebulae.
In this post, I present the three different methods I implemented to render aurorae. But before anything, I need to take a small detour and talk about nebulae.
Supercharging exoplanets
A short report on the new developments in exoplanet datasets in Gaia Sky
A couple of years ago I wrote about the procedurally generated planets in Gaia Sky. In this post, I provided a more or less detailed technical overview of the process used to procedurally generate planetary surfaces and cloud layers.
Since then, we have used the system to spice up the planets in the planetary systems for which the Gaia satellite could determine reasonable orbits (see the data here, and some Gaia Sky datasets for some of those systems here, including HD81040, Gl876, and more).
However, with the upcoming Gaia DR4, the number of candidate exoplanets is expected to increase significantly, rendering the “one dataset per system” approach unmaintainable. In this post I describe some of the improvements made with regards to exoplanets in Gaia Sky, in both the handling of large numbers of extrasolar systems seamlessly, and in the brand new, improved procedural generation of planetary surfaces and clouds.
Huge refactoring in Gaia Sky: ECS
Moving the old inheritance hierarchy to an entity component system
In these last few days I have merged a huge internal refactoring into Gaia Sky’s master branch. This refactoring has been cooking for several months and has adapted or completely replaced virtually every piece in the code base. Read on if you want to know more.
Variable stars and new render systems
What is currently going on in Gaia Sky development?
In the past few weeks I have been implementing a couple of features into Gaia Sky. The first is the addition of variable star rendering. The second is the re-implementation of all point cloud render systems to use actual geometry (triangles) instead of point primitives. This post briefly offers a preview of these features.
What’s new in Gaia Sky 3.1
Short rundown of what’s in this major release
Over the last two weeks I have released the feature-packed version 3.1.0
of Gaia Sky. Two bugfix releases (3.1.1
and 3.1.2
) followed shortly to fix bugs and regressions introduced in the former. This post contains a small rundown of the most interesting features in these three new versions. Let’s get started.
In this post, I’m mirroring the Gaia Sky 3 tutorial I wrote for the official Gaia Sky documentation to use as a rough script for the workshop given in a splinter session of the 2021 DPAC consortium online meeting held on March 17 and 18, 2021. You can find the original page here.
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