Stargazer's Atlas Astronomy Tools & Reference
v1.0.0

Interactive

3D Studio

Four simulations that let you change a parameter and watch the consequence. The solar system runs on real orbital periods; the telescope simulator couples an optical train to a rendered eyepiece field; the star wheel computes your actual sky; the stacker shows why integration time beats any single exposure.

Educational simulations.

These tools are teaching models with simplified orbits, geometries and noise. They are not an ephemeris, not a substitute for your equipment manual, and not a guarantee of what you will observe. Where safety is involved — above all solar observing — follow your equipment manufacturer's instructions.

What each one produces

Solar System Explorer

A three-dimensional model of the solar system driven by real orbital periods and relative distances. Drag to orbit the camera, scroll to zoom, and click any body for its physical and orbital data. The simulation clock can be paused or run forward at up to a year per second.

Outputs

  • Simulated date — the date and time the model is currently showing
  • Planet positions — heliocentric longitude and distance for each body
  • Next opposition or conjunction — computed for the selected planet
  • Observing note — elongation and best-viewing guidance for the selected planet

Degradation

Without WebGL the explorer shows a two-dimensional top-down orbit diagram with the same planet positions, the same simulated date and the same data panel. Every number the 3D view produces is still available.

Open

Telescope Simulator

A three-dimensional telescope on a mount, paired with a simulated eyepiece view. Adjust aperture, focal length, eyepiece, Barlow and target, then watch the field of view render with the correct relative object size, brightness and — at high power — diffraction rings.

Outputs

  • Magnification — telescope focal length ÷ eyepiece focal length, × Barlow
  • Exit pupil — aperture ÷ magnification
  • True field — apparent field ÷ magnification
  • Limiting magnitude — from aperture and exit pupil
  • Resolution — Dawes limit for the aperture, in arcseconds
  • Eyepiece suggestions — combinations that reach low, medium and high power

Degradation

Without WebGL the simulator shows a two-dimensional telescope diagram, the same eyepiece field rendering on canvas, and the same set of computed figures and recommendations.

Open

Star Wheel 3D

A three-dimensional celestial sphere carrying around two hundred bright stars, constellation lines, the ecliptic, the galactic band and a horizon. Enter a date, time and latitude and the sphere rotates to show your sky; press play to watch a night pass.

Outputs

  • Visible constellations — which constellations are above the horizon now
  • Visible bright stars — a list of the brightest stars currently up
  • Planet positions — current ecliptic longitude of the major planets
  • Moon phase — illuminated fraction and age in days

Degradation

Without WebGL the star wheel renders as a two-dimensional canvas planisphere using the same star data, with the same toggles and the same visible-object list.

Open

Astrophotography Stacker

A simulated stacking run over a synthetic deep-sky frame sequence. Select frames, choose an alignment method and a stacking mode, apply dark and flat calibration, then play the stack and watch noise fall as the signal emerges.

Outputs

  • Signal-to-noise gain — improvement relative to a single frame
  • Frames stacked — number of frames accepted into the stack
  • Total exposure time — frames × sub-exposure length
  • Recommended frame count — how many more frames are worth taking

Degradation

Without canvas support the stacker shows a static before-and-after comparison and the same numeric results — noise reduction, frame count and total integration time.

Open

Performance. The 3D library is fetched only when you open one of these pages — roughly 700 KB before compression. On a phone each tool defaults to its 2D reference view with a button to load the 3D version. Scenes are built procedurally, stay under 20,000 triangles, and pause whenever the canvas scrolls out of view.