Bump mapping with normal maps on ellipsoid planets.
The code was implemented in C++ and OpenGL using GLSL shaders
and the Qt Framework and it requires a shader model 3.0 capable graphics hardware. The development
branch is on
launchpad.
The cloud color, velocity, darkness, sharpness and scaling are parameters
and can be
modified through Stellarium configuration file (ssystem.ini) to look more real!!
Screenshot of Earth (bumps, clouds).
Screenshot of Moon (bumps).
Stellarium running on Mac OS X.
A brief introduction to normal mapping can be found in Wikipedia.
The Perlin Noise
solid textured clouds are described in [1] and [2]. See also this website
Related Papers:
[1] Ken Perlin, "An image synthesizer", SIGGRAPH 1985
[2] Ken Perlin, "Hypertexture", SIGGRAPH 1989
Many thanks to my mentor Fabien Chéreau, Alex Wolf and the Stellarium development
team for giving me the opportunity to participate in the ESA
SOCIS, as well to the organizers of the summer of code! Also, special thanks to James Hastings-Trew for his textures and bump maps.