Realtime Celestial Rendering
This paper proposes a technique to render a parametric celestial skybox with the ability to light environments similar to natural color corrected images from telescopes. We first precompute a ray map that coresponds to the view frustrum of the main camera to optimize updates to the cubemap environment, then render a physically accurate sky with a shader applied to that region of the cubemap.
Our System integrates easily with Unreal Engine 4 through a plugin we provide.
├─ paper/ # Paper and poster source files ├─ unreal-project/ # Example Unreal Engine 4 Project │ ├─ Plugins/ │ ├─ StarySkybox/ # Plugin Location │ └─ celestialdemo.uproject └─ readme.md
# Building a PDF cd paper/ biblatex paper.bib pdflatex paper.tex pdflatex paper.tex
To compile the poster, you'll need to open
poster.indd with Adobe InDesign CC, and go to
File > Export.
First install the latest version of Unreal Engine 4, then right click on
./unreal-project/celestial-demo.uproject and generate a solution for your operating system.
From there run Local Windows Debugger to open Unreal's Level Editor.
To install the plugin, copy the folder
./unreal-project/Plugins/StarySkybox to your project's
After installing, create a blueprint class that inherits from the StarySkybox class. This is an actor that you can place in your scene to render the sky. You can configure any of the defaults directly from the Blueprint class interface.