Space Domain

Space is a rendering problem with unforgiving units. Objects move at kilometers per second, positions are good to the meter, the scene spans from a spacecraft's antenna to the 384,000 kilometers between Earth and the Moon, and the frame you compute in is never the frame you display in. We build the software that turns ephemerides, tracks, and sensor returns into something an operator can see and act on in real time.

AlphaPixel has helped build vision-based navigation for a (successful!) autonomous lunar lander flying with no GPS and no prior map, on-orbit vision navigation for space domain awareness, and 3D visualization for orbital and cislunar operations. This is where our computer vision, geospatial, and real-time 3D graphics work meet.

Space domain awareness

Catalogs of resident space objects that update continuously, conjunction and close-approach visualization, sensor-tasking and coverage displays, and the propagation underneath: SGP4/SDP4 from TLEs, or numerical propagation when two-line elements are not accurate enough. The hard part is drawing tens of thousands of objects moving at orbital velocity without the display stuttering or the picks going wrong, and doing it so an operator trusts what they see.

Orbital mechanics and the precision problem

Earth-centered inertial, Earth-fixed, and geodetic frames; UTC, UT1, GPS, and TAI time; precession and nutation. Get any of them subtly wrong and the track drifts off the target. And at planetary scale, single-precision floating point falls apart. You get jitter and Z-fighting when a lander sits next to a mountain a third of a million kilometers from the coordinate origin. We render camera-relative with double-precision origins so the scene stays solid from orbit down to the surface.

Lunar and planetary terrain

Whole-body terrain built from real elevation and imagery (LRO/LOLA-class lunar data, planetary DEMs), correlated with our geospatial stack for landing-site selection, hazard and slope maps, and mission rehearsal. The terrain a descent camera sees in simulation is the terrain the operator reviews on the ground. We build these worlds with osgEarth, and increasingly with Rocky, its Vulkan-based successor, and we use both heavily for space-domain visualization. For physically accurate sensor and planetary rendering we also work with PANGU and SURRENDER, the tools that generate camera and sensor imagery for descent, landing, and rendezvous. We know the geodesy of Mars and the Moon.

How it connects

Descent and on-orbit navigation is a computer-vision problem. The terrain and coordinate systems come from geospatial. The rehearsal and operator displays are visual simulation built on OpenSceneGraph and Vulkan. Space work pulls the whole stack together, which is why one team that has built all of it beats four vendors who each own a single piece.

Who works on it

AlphaPixel is a US-owned small business, founded in 2004, with senior developers who each have 25-plus years in 3D, imaging, and simulation. DLA DD2345 / ITAR registered. We take closed-source defense work and open source alike, and we do not sell a product, so we have no reason to steer you toward one.

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