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 http://earthobservatory.nasa.gov/Newsroom/BlueMarble.
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.