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10.8. Further Information

The basics of OpenGL texture mapping are explained in much more detail in the OpenGL Programming Guide, Fifth Edition (2005), by Shreiner, Neider, Davis, and Woo, from Addison-Wesley.

More information about the Earth images used in Section 10.2 can be found at the NASA Web site at

Papers regarding the realistic rendering of planets include Jim Blinn's 1982 SIGGRAPH paper Light Reflection Functions for Simulation of Clouds and Dusty Surfaces, the 1993 SIGGRAPH paper Display of the Earth Taking into Account Atmospheric Scattering, by Nishita, et al., and the 2002 paper Physically-based Simulation: A Survey of the Modelling and Rendering of the Earth's Atmosphere by Jaroslav Sloup.

Mipmapping was first described by Lance Williams in his classic 1983 paper Pyramidal Parametrics. A good overview of environment mapping techniques is available in the paper Environment Maps and Their Applications by Wolfgang Heidrich. This paper was part of the course notes for SIGGRAPH 2000 Course 27, entitled Procedural Shading on Graphics Hardware. This material, and a thorough treatment of reflectance and lighting models, can be found in the book Real-Time Shading, by Marc Olano, et al. (2002).

Texture bombing is described by Darwyn Peachey in Texturing and Modeling: A Procedural Approach, Third Edition. The book GPU Gems also has a chapter by Steve Glanville on this topic.

  1. Blinn, James, Light Reflection Functions for Simulation of Clouds and Dusty Surfaces, Computer Graphics (SIGGRAPH '82 Proceedings), pp. 2129, July 1982.

  2. Ebert, David S., John Hart, Bill Mark, F. Kenton Musgrave, Darwyn Peachey, Ken Perlin, and Steven Worley, Texturing and Modeling: A Procedural Approach, Third Edition, Morgan Kaufmann Publishers, San Francisco, 2002.

  3. Glanville, Steve, Texture Bombing, in GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, Editor: Randima Fernando, Addison-Wesley, Reading, Massachusetts, 2004.

  4. Heidrich, Wolfgang, and Hans-Peter Seidel, View-Independent Environment Maps, ACM SIGGRAPH/Eurographics Workshop on Graphics Hardware, pp. 3945, August 1998.

  5. Heidrich, Wolfgang, Environment Maps and Their Applications, SIGGRAPH 2000, Course 27, course notes.

  6. NASA, Earth Observatory, Web site.

  7. Nishita, Tomoyuki, Takao Sirai, Katsumi Tadamura, and Eihachiro Nakamae, Display of the Earth Taking Into Account Atmospheric Scattering, Computer Graphics (SIGGRAPH '93 Proceedings), pp. 175182, August 1993.

  8. OpenGL Architecture Review Board, Dave Shreiner, J. Neider, T. Davis, and M. Woo, OpenGL Programming Guide, Fifth Edition: The Official Guide to Learning OpenGL, Version 2, Addison-Wesley, Reading, Massachusetts, 2005.

  9. OpenGL Architecture Review Board, OpenGL Reference Manual, Fourth Edition: The Official Reference to OpenGL, Version 1.4, Editor: Dave Shreiner, Addison-Wesley, Reading, Massachusetts, 2004.

  10. Rost, Randi J., The OpenGL Shading Language, SIGGRAPH 2002, Course 17, course notes.

  11. Sloup, Jaroslav, Physically-based Simulation: A Survey of the Modeling and Rendering of the Earth's Atmosphere, Proceedings of the 18th Spring Conference on Computer Graphics, pp. 141150, April 2002.

  12. Williams, Lance, Pyramidal Parametrics, Computer Graphics (SIGGRAPH '83 Proceedings), pp. 111, July 1983.

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