LSSTDESC / descwl-shear-sims

simple simulations for testing weak lensing shear measurement
BSD 3-Clause "New" or "Revised" License
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grow star masks #98

Closed esheldon closed 4 years ago

esheldon commented 4 years ago

grow saturated star masks out to the final coadd noise level

esheldon commented 4 years ago

The more realistic moffat profiles produce large stars

moffat-bleed

esheldon commented 4 years ago

The easiest thing to do is to calculate a radius for the object in the render function and add it to the object's data. Then use this radius to make the mask.

We need the noise level to be sent in for this, the noise of the coadd. Make sure to deal with scaling issues for wldeblend etc.

This can just be done for stars that are brighter than some amount.