The mechanism in which multiple scattering influences the radiance of a night sky has been poorly quantified until recently, or even completely unknown from the theoretical point of view. In this paper, the relative contribution of higher-scattering radiances to the total sky radiance is treated analytically for all orders of scattering, showing that a fast and accurate numerical solution to the problem exists. Unlike a class of ray tracing codes in which CPU requirements increase tremendously with each new scattering mode, the solution developed here requires the same processor time for each scattering mode. This allows for rapid estimation of higher-scattering radiances and residual error that is otherwise unknown if these radiances remain undetermined. Such convergence testing is necessary to guarantee accuracy and the stability of the numerical predictions. The performance of the method developed here is demonstrated in a set of numerical experiments aiming to uncover the relative importance of higher-scattering radiances at different distances from a light source. We have shown, that multiple scattering effects are generally low if distance to the light source is below 30 km. At large distances the multiple scattering can become important at the dark sky elements situated opposite to the light source. However, the brightness at this part of sky is several orders of magnitude smaller than that of a glowing dome of light over a city, so we do not expect that a partial increase or even doubling the radiance of otherwise dark sky elements can noticeably affect astronomical observations or living organisms (including humans). Single scattering is an appropriate approximation to the sky radiance of a night sky in the vast majority of cases.
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Miroslav Kocifaj (2017) studied this question.
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