i nerd sniped myself tonight and i imagine the NSA operative who is assigned to me is very confused by the increasingly erratic and frustrated google searches for HOW DO I CALCULATE THE MOON WHERE IS THE MOON
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@jon_valdes i found this a few hours ago http://www.geoastro.de/elevazmoon/basics/index.htm haven't had a chance to look at it in detail but it looked promising at first skim
@aeva @jon_valdes I'm trying to remember what program we use to generate location accurate star charts in Avatar and Division... Maybe it can do the moon as well, will look it up later.
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@aeva @jon_valdes I'm trying to remember what program we use to generate location accurate star charts in Avatar and Division... Maybe it can do the moon as well, will look it up later.
@aeva @jon_valdes alright I think we just use data from sdss and reproject it for alpha centuri, blindly extrapolating for the correct date using the star velocity. so no complex orbital mechanics. However for the planetary bodies in solar system we use code derived from https://stjarnhimlen.se/comp/ppcomp.html
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@aeva @jon_valdes alright I think we just use data from sdss and reproject it for alpha centuri, blindly extrapolating for the correct date using the star velocity. so no complex orbital mechanics. However for the planetary bodies in solar system we use code derived from https://stjarnhimlen.se/comp/ppcomp.html
Word of caution about calculating these things on the GPU: implementations of trigonometric functions on the GPU are less accurate than you'd hope, and if you calculate a bunch of sin() and cos() for your view direction per pixel, they turn out not to be accurate enough for stable movement across a 60° fov on a 4K screen. Particularly Intel, which seems to barely pass the D3D precision requirements there...
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Word of caution about calculating these things on the GPU: implementations of trigonometric functions on the GPU are less accurate than you'd hope, and if you calculate a bunch of sin() and cos() for your view direction per pixel, they turn out not to be accurate enough for stable movement across a 60° fov on a 4K screen. Particularly Intel, which seems to barely pass the D3D precision requirements there...
@jon_valdes @aeva right, yeah I should also mention all that is done on the cpu, and with double precision. I'm not really sure if you can even squeeze it to work with f32.
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@jon_valdes @aeva right, yeah I should also mention all that is done on the cpu, and with double precision. I'm not really sure if you can even squeeze it to work with f32.
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@jon_valdes @dotstdy blessedly I'm planning on doing this on the cpu, but
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@jon_valdes @dotstdy blessedly I'm planning on doing this on the cpu, but
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@jon_valdes @dotstdy my laptop has a recent-ish Xe gpu
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@jon_valdes @dotstdy my laptop has a recent-ish Xe gpu
@jon_valdes @dotstdy it's bizarre seeing my 10 year old telephone's mali do better at... anything at all
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@jon_valdes @dotstdy it's bizarre seeing my 10 year old telephone's mali do better at... anything at all
@jon_valdes @dotstdy though I guess the corner the intel case is cutting is where the slope starts to level out so I guess that makes sense. are CPU trig functions just as bad?
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@jon_valdes @dotstdy though I guess the corner the intel case is cutting is where the slope starts to level out so I guess that makes sense. are CPU trig functions just as bad?
@jon_valdes @dotstdy would mollytime get a warmer, fuller sound if i switched to expensive software sine waves :3