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To achieve the best lighting conditions, the camera also has to be positioned in between the lighting source (our Sun) and the subject (Earth).
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Lighting simulation in game engines can produce realistic scenes based on the inverse square law, which states that illumination intensity varies directly with luminous intensity on a surface and is inversely proportional to the square of the distance between the light source and the lighted surface (IESNA, 2000; de Rousiers & Lagarde, 2014).
A filter drawer between the light source and the film permits the insertion of colour filters or variable contrast filters.
By basic illumination laws the light intensity on a scene is also inversely proportional to the square of the distance between the light source and subject.
Therefore, the receiver's perception of the signal depends on the characteristics of the ambient illumination, which, in turn, depends on such variables as time of year, time of day, amount of cloud cover, amount of vegetation between the light source and the optical signal, and spectral reflectance of the habitat.
However, a number of the unobserved paths changes corresponding to the angle between the light source and the camera.
First, they placed between the light source and the object a lens made from a slab of a crystalline substance called gallium phosphide.
The cell was placed vertically between the light source and the microscope in the case of the oil CO2 simple contact model.
A liquid crystal tunable filter (LCTF) was inserted in the the optical path between the light source and the chilled CCD camera.
Moreover, by adjusting the distance between the light source and the main lens of the interferometer we can apparently narrow the peak of coherence beyond its known limit.
A glass slide (1 mm) was used to standardize the distance between the light source and each specimen, and also to produce specimens with a flat surface.
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