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Preparing for a Lunar Impact


Author - Ernie Wright
University of Maryland Baltimore County
Scientific Visualization Studio, NASA Goddard Space Flight Center

"Ernie Wright, a visualization specialist at NASA Goddard, uses the work he did for the Lunar Reconnaissance Orbiter mission to illustrate how they routinely employ a set of tools to produce visualization for operations, public outreach, and education.
" Kwan-­Liu Ma, VisFiles Editor



A two-­ton Atlas Centaur rocket body, part of the Lunar Crater Observation and Sensing Satellite (LCROSS), struck the floor of Cabeus crater, near the south pole of the Moon, at 11:31 UT on October 9, 2009. The purpose of the crash was to create a plume of debris that could be examined for the presence of water and other chemicals in the lunar regolith. The effects of the impact were captured by sensors on board a shepherding satellite following four minutes behind the Centaur. They were also recorded by the Lunar Reconnaissance Orbiter (LRO), which passed over the crash site less than two minutes after the impact. [1]


Long before the event, LCROSS mission planners organized the LCROSS Observation Campaign to recruit ground-based observatories in the effort to observe the impact. [2] Participating telescopes included Magdalena Ridge and Apache Point in New Mexico, the MMT in Arizona, Lick, Mt. Wilson, and Palomar in California, and the big telescopes (Keck, Subaru, Gemini North, NASA IRTF) on the Mauna Kea summit in Hawaii.

As part of the preparations for ground-­‐based observations, the Scientific Visualization Studio (SVS) at NASA Goddard Space Flight Center [3] was asked to model the impact site as it would appear from Earth. The resulting images would be used to help aim the telescopes. Their aim had to be extremely precise, on the order of a few arcseconds for spectrographic observations, and the target—the rim of an edge-­‐on crater hidden in the rough, shadowy terrain very near the southern limb of the Moon—was not easy to recognize.

Figure 1 shows the target area rendered from the point of view of California observatories, one of the images created for the Observation Campaign. The impact site is near the center of the image, in the shadow behind the prominent mountain in the foreground. The rendered image accurately represents terrain, shadows, and perspective, as can be seen by comparison with a photograph taken at Palomar Observatory. [4]




Figure 1: View of Cabeus crater from California at the time of the impact. The image on the left is a visualization. The one on the right is an astrophotograph taken by Antonin Bouchez through the 200-­‐ inch (5.1-­‐meter) Hale telescope at Palomar Observatory.



The success of the visualization model led to its use for far more than just ground-­‐based observation planning. It significantly influenced the selection of the impact site by providing accurate information about the visibility of several candidate sites from Earth. Image maps with prerendered (baked) shadows based on the model were incorporated into Analytical Graphics' Satellite Tool Kit (STK), which is real-­‐ time spacecraft visualization software used by the LCROSS team for mission operations exercises. The STK display was also a visual component of the live NASA TV coverage of the impact (Figure 2).




Figure 2: Real-­‐time animation shown during live coverage of the LCROSS impact. The author's contribution is the image map of the lunar surface, with baked shadows.


Once the model was set up, it was relatively easy to render images of the impact site from any point of view. Figure 3 is a nadir-­‐pointing (straight down) view with the target location centered in the image. Compare the rendered image on the left with the image transmitted by the LCROSS shepherding satellite's near-­‐infrared camera. Cabeus is the large, ragged-­‐edged crater in the lower center. The Centaur struck in the northern end of the crater floor, in the center of the roughly U-­‐shaped shadow along the northern rim.




Figure 3: Cabeus crater, bottom center of both images. The image on the left is a visualization. The one on the right was taken by the LCROSS NIR camera.




Tools and Methods


The LCROSS visualization used Autodesk Maya for scene construction and Pixar's PhotoRealistic RenderMan (PRMan) for rendering. The color of the lunar surface was taken from the Clementine global mosaic. Displacement maps for the terrain were provided by LRO's Lunar Orbiter Laser Altimeter (LOLA) instrument team in the form of a polar stereographic projection out to 75 degrees south latitude at a resolution of 240 meters per pixel. The LCROSS mission supplied target coordinates, and the Observation Campaign furnished astrophotographs of the target region taken under similar lighting conditions, which were used for sanity checking the renders.

Custom C code for transforming between Moon-­‐fixed, Earth-­‐fixed, and J2000 astronomical coordinate systems, and for translating these to Maya positions and rotations, relied on the JPL/NAIF SPICE library and DE421 ephemeris. Custom IDL code was written to translate the terrain data into an image map, to create additional maps for annotating the images, and to find the elevation and slope of the target site. Rendering relied on several custom RenderMan shaders written by SVS colleagues.

In the remainder of this article, I'll discuss some of the novel challenges of visualizing the LCROSS impact site. Although I occasionally refer to the tools I used, the issues are quite general.



Viewing Geometry


Simulating telescopic views of the Moon required a field of view on the order of 100 kilometers at the Earth-­‐Moon distance, or about an arcminute (1/60th of a degree). Figure 4 illustrates the scale of the impact site and the Earth-­‐Moon system. The Moon lies at a distance of about 30 Earth diameters. The disk of the Moon fills the frame in a 0.5-­‐degree field of view. The field in the bottom right of the figure is 15 times narrower.




Figure 4: The true scale of the Earth-­‐Moon system (top) and the impact site. Blue arcs show distances of 200, 100 and 50 kilometers from the impact.



While unremarkable by astronomical standards, such a small field is far outside the typical use cases for Hollywood animation software, and is in fact outside the range that Maya's interface allows the user to set directly. It sets a lower bound of 1.0 degree on its Angle of View camera attribute, and it sets an upper bound of 3500 mm on the focal length, equivalent to 0.33 degrees with the default camera back.

As in most animation software, the field of view of the Maya perspective camera is both inversely proportional to the focal length and directly proportional to what Maya calls the aperture size. This is the physical size of the simulated image medium. By default, Maya sets this to 36 x 24 mm (1.417 x 0.965 inches), the size of the image in a 35 mm still-­‐image camera. Fortunately, Maya allows the user to simultaneously set the focal length and the aperture size to achieve the arcminute field of view that was needed.

Such an extreme field also raises concerns about numerical precision. Precision problems would manifest in the rendered images as quantized, brick-­‐like geometry, incorrect z-­‐depth relationships, and other visually obvious artifacts. While it was a (relatively minor) issue for the OpenGL preview in Maya's interface, which uses single-­‐precision arithmetic, there were no apparent artifacts in the rendered images. As often happens in production, this answer was necessarily good enough. I never determined how severely this very narrow field of view tests the limits of numerical precision in the Maya/PRMan pipeline.



Spheres


An accuracy problem of a different kind arose from the representation chosen for the spherical geometry of the Moon. In Figure 5, the LCROSS impact site is marked in two different ways. The red disk is an image map applied to the surface of the Moon sphere. The smaller gray disk is the end cap of a cylinder placed at the impact site like the flag stick on a golf green. (The flag stick is visible in Figure 4.) These two disks should be concentric, but in the image on the left, they are not. The red disk and the displacement map think that the impact site is in one place, while the flag stick and the camera think it's in another.

The left image uses Maya's cubic NURBS sphere to represent the Moon. For the image on the right, an RiSphere, the RenderMan sphere primitive, was substituted in the RIB file submitted to PRMan. This was the approach adopted for the LCROSS visualization. The obvious inference is that Maya's cubic NURBS sphere isn't exactly spherical, but it isn't clear whether the problem lies in the actual shape of the geometry or in the image mapping parameterization.



Figure 5: A cylinder (centered gray dot) and an image map (red) positioned at the impact site. On a cubic NURBS sphere (left), the geometry and the image map don't coincide. The agreement on an RiSphere (right) is much better.




Sharp Terminator Shader


In the Lambert (or matte) diffuse reflectance model, the intensity of the light reflected from a surface is just the cosine of the angle between the light and the surface normal. This is a familiar and reasonable baseline model for many objects. The Moon, however, is perhaps the archetype of a class of objects that do not behave this way. A Lambertian full Moon would appear much darker toward the edges than it does in the middle, when in reality the full Moon looks like a uniformly bright disk.

Several physically motivated models of such rough, light-­‐scattering surfaces are available from both computer graphics (Oren-­‐Nayar [5]) and planetary photometry (Hapke-­‐Lommel-­‐Seeliger [6]), but to varying degrees they are computationally expensive or artistically inconvenient (Oren-­‐Nayar, for example, tends to look dark and low-­‐contrast). The sharp terminator custom shader used in the LCROSS visualization simply raises the Lambert cosine term to a fractional power, which creates a high plateau of intensity across a wide range of angles, followed by a steep falloff near the terminator (the shadow line). This idea did not originate with me. It's been a special-­‐purpose shading option in several renderers for decades, and it's the same idea as the cosine power used in Phong specularity.




Figure 6: Sharp terminator shader (top) and Lambert shading (bottom).



Raytrace Bias


Raytracing is the natural approach for modeling shadows accurately. A ray is fired toward the light (in this case representing the sun) from each visible point on the surface, and if the ray intersects geometry before reaching the light, the origin of the ray is assumed to be in shadow.

While physically rigorous in principle, raytracing can be affected by the limitations of real computers. One well-­‐known problem is ray self-­‐intersection caused by finite numerical precision. A ray fails to leave the starting gate because it hits its own origin. The qualitative effect is isolated black dots, called surface acne, where the surface has been falsely shadowed by self-­‐intersecting rays. [7]

The most common solution is to set an epsilon, or bias, such that ray intersection distances less than this bias value are ignored. The choice of bias value is generally ad hoc and scene dependent. In this case, the grazing angle of the illumination at the lunar south pole made the problem more acute. A ray fired nearly parallel to the surface can travel a long way before incorrectly intersecting the surface "from below." Finding the right balance between false negative and false positive was important, since the goal was to make shadows that were accurate, not merely plausible.

Figure 7 shows the effect of varying the bias value. In the image on the left, the bias is too high, causing areas that should be in shadow to appear lit. In the image on the right, the bias value is too low. The large area of the crater floor is for the most part correctly shadowed, but speckles of false shadow have emerged on the brightly lit crater rims.




Figure 7: The effect of raytrace bias on shadow calculations.




Conclusion: A Wider View


The SVS uses a combination of off-­‐the-­‐shelf Hollywood tools and custom scripts, shaders, and standalone software to create scientific imagery. The bulk of our work is for public outreach, communicating the science done at NASA Goddard to a general audience. We take terabytes of satellite data and computer simulations and turn it into visualizations of hurricanes, sea ice, ocean temperature, vegetation, cloud cover, solar dynamics, planetary topology, atmospheric and ocean currents, spacecraft trajectories, and a number of other Earth and space science phenomena. Our work has been featured in SIGGRAPH's Computer Animation Festival, in competitions sponsored by the National Science Foundation and IEEE, and on the covers of science journals. The SVS Web site [3] archives and serves a database of several thousand animations organized into galleries and searchable by keyword.

While we always work closely with scientists, it's unusual that we have an opportunity to participate in actually creating science, much less to have even a small role in the planning of a multimillion-­‐dollar experiment with no do-­‐overs. But in this case, the scientific question was one we were well-­‐equipped to answer: What will it really look like? What will sunlight falling on a particular piece of lunar terrain on a particular date and time look like through telescopes at particular locations on the Earth? Answering that question was uniquely rewarding, and we look forward to future interdisciplinary collaborations of this kind.



Acknowledgments


I thank Tim McClanahan, co-­‐investigator on LRO's LEND instrument, for bringing this project to the SVS, for freely sharing his preliminary work, and for collaboration and advice; LCROSS principle investigator Tony Colaprete and Observational Campaign astronomer Diane Wooden, for their accessibility and extremely helpful feedback; LCROSS simulation software lead Mark Shirley and Analytical Graphics, Inc. software engineer Jonathan Lowe, for help and advice on getting image maps into STK; Erwan Mazarico and Greg Neumann of the LRO LOLA instrument team, for making available the most up-­‐to-­‐date terrain data; Alex Kekesi, for collaboration and advice, the Clementine basemap shader and terrain data wrangling at crunch time; Greg Shirah, who wrote many of the SVS's indispensable scripts and shaders; SVS director Horace Mitchell, for managing the project; and LRO project scientist Rich Vondrak, for allowing me to be lent to LCROSS for a little while. Using an RiSphere was Greg and Alex's idea. I'm grateful to Helen-­‐Nicole Kostis, Alex, Greg, Tom Bridgman and Lori Perkins for feedback on a draft of this article.



About the Author



Ernie Wright is

a programmer/animator at the NASA Goddard Space Flight Center Scientific Visualization Studio, where most of his time is currently devoted to education and public outreach for the Lunar Reconnaissance Orbiter. Prior to coming to the SVS, his early work included isosurface cloud visualization for the Defense Nuclear Agency Weapon Effects Directorate and terrain visualization for the Central Intelligence Agency Office of Imagery Analysis. More recently, he was a LightWave 3D senior programmer. He has a B.S. in computer and information science with a minor in communication from University of Maryland University College.


References:


1. Schultz, P.H., Hermalyn, B., Colaprete, A., Ennico, K., Shirley, M., Marshall, W.S. 2010. The LCROSS Cratering Experiment. Science 22 October 2010, pp. 468-­‐472. See also the half-­‐dozen related articles in the same journal.

2. Heldmann, J.L., Colaprete, A., Wooden, D., Asphaug, E., Schultz, P.H., Plesko, C.S., Ong, L., Korycansky, D.G., Galal, K., Briggs, G. 2008. Lunar Crater Observation and Sensing Satellite (LCROSS) Mission: Opportunities for Observations of the Impact Plumes from Ground-­‐based and Space-­‐based Telescopes. 39th Lunar and Planetary Science Conference. LPI Contribution No. 1391, p. 1482.

3. http://svs.gsfc.nasa.gov

4. http://www.astro.caltech.edu/palomar/lcross.html

5. Oren, M., Nayar, S.K. 1994. Generalization of Lambert's Reflectance Model. ACM 21st Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), pp. 239-­‐246.

6. Hapke, B.W. 1963. A Theoretical Photometric Function of the Lunar Surface. Journal of Geophysical Research 68:15, pp. 4571-­‐4586.

7. Woo, A., Pearce, A, Ouellette, M. 1996. It's Really Not a Bug, You See... IEEE Computer Graphics and Applications 16:5, pp. 21-­‐25


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