
It turns out that using this background was actually masking some nasty bugs I had with not enough knots on my color and skeleton spline. Those issues, which looked pretty bad against a white background, have been fixed. The skeleton spline knot error that I had was causing the piecewise sinusoidal alpha attenuation function not to work properly (because it's defined over [o, 1], and some print statements informed me that I was only going to [0, 0.6], which is close to where alpha is a maximum.)
The blending seems decent enough, although I am sure it's possible to find some really pathological colors to mix together that look bad. Here, I have preserved the alpha the blending; in fact, the resulting alpha value for two splines that collide is equal to the greatest value of the attenuation function. I did this to make sure that colliding splines don't seem to "fade" when the center where one aurora is strongest collides with the edge of another spline, where that spline is supposed to fade away to an alpha of zero.
The next two projects I want to look at are getting some kind of a brightness adjustment, perhaps with a noise map, and looking at some notion of depth so that I can further refine the aurora blending.
To be honest, I think I am close to maximizing the potential of this kind of structure. In combination with different shapes, or small piecewise auroras, it could be effective. Or possibly another approach is needed entirely. One thing that does bother me, for example, is that we have no easy way of having pixels cast rays at the normal to the NURBS curve. It would be really nice if the color spread followed the actual normals instead of some arbitrary normal that I specify. For shapes that loop, fold, or spiral, like many found in nature, my structure is deficient.
Not really sure what to do but keep plugging away.







