[HN Gopher] Realtime Planet Shader: Interactive 3D planet animation
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Realtime Planet Shader: Interactive 3D planet animation
Author : rossant
Score : 253 points
Date : 2023-11-21 08:25 UTC (14 hours ago)
(HTM) web link (jsulpis.github.io)
(TXT) w3m dump (jsulpis.github.io)
| stefanka wrote:
| Looks beautiful
| keyle wrote:
| Very nice work. I feel the atmospherical light bounce is way too
| strong on bodies that don't have atmospheres.
|
| Also the lighting could have better default, with the sun
| intensity cranked up and the shadow side almost pitch black, as
| well as the universe darker (if we assume being blinded by the
| sun reflection.
|
| I've done a few of these in my time, I've never had such as nice
| detail on the surfaces, it's very well done.
|
| I would suggest also a default where the orbiting camera would in
| fact move (in all axises), at the moment it's pegged to the sun
| and perfectly aligned to the equator, which is not as realistic
| as the rendering quality!
|
| Of course that would involve the programmer to have to render the
| sun too, as it would come in and out of the background.
| mentos wrote:
| I'd second the point about atmospheres. Was most apparent to me
| on the moon but now I'm really curious to see Jupiter with 0
| atmospherical lighting.
|
| Incredible work! The game developer in me now wants to see you
| slowly create a game around this. Really impressive how light
| weight this is.
| moribvndvs wrote:
| There are controls to increase/decrease the atmospheric
| density as well as sunlight and reflection intensity.
| sneela wrote:
| The sun intensity makes the planet look weirdly blurry to me.
| Is that how it normally is? Is that how it's supposed to be?
| Dropping the sun intensity to 0 made it look more crisp, which
| is the way I like it.
| swiftcoder wrote:
| Without HDR you very quickly oversaturate as th light
| intensity increases. Space rendering without HDR and
| tonemapping is pretty rough.
| rbanffy wrote:
| > Also the lighting could have better default
|
| Space requires better dynamic range than human eyes can
| provide.
| Thrymr wrote:
| The angle of the lighting is also odd, from the upper right at
| a higher latitude than the sun would be for Earth (or Mars, for
| that matter). It's a bit strange to have the same artificial
| lighting for Venus without an atmosphere, too.
| huhtenberg wrote:
| With the atmo removed should Mars be that red?
| MarkusQ wrote:
| Mars's atmosphere has nothing to do with its color. It's red
| because the dirt/rocks are red. The atmosphere is so thin that,
| except when it kicks up dust, it has little to no effect on the
| planet appearance (in visible light).
| otherjason wrote:
| This looks very nice. One bug (?) I noticed was that if you drag
| the Clouds slider all the way to 1.0, then the clouds disappear
| altogether.
| asah wrote:
| For me, the "monitor" control doesn't work (bottom-right
| corner)
|
| (but *beautiful work* OP)
| ale42 wrote:
| Is it me, or the star sky background is mirrored?
| cyxxon wrote:
| Generally very nice, but for me the planetary texture looks
| doubled, everything is a bit blurry and it seems as if the
| texture is there twice, a bit offset against each other. Edge
| Win10 64.
| poulpy123 wrote:
| same issue on chrome 119 linux
| sneela wrote:
| Try reducing the sun intensity to 0. That's what worked for
| me as I noted in a comment above:
|
| > The sun intensity makes the planet look weirdly blurry to
| me. Is that how it normally is? Is that how it's supposed to
| be? Dropping the sun intensity to 0 made it look more crisp,
| which is the way I like it.
| larschdk wrote:
| Same here. If you flick the sun light on and off, much of the
| surface shifts several pixels.
| hermitcrab wrote:
| Impressive work. How did you generate the clouds and terrain,
| Perlin noise?
| AStrangeMorrow wrote:
| Wondering too. It does look like it though. It has that
| noisyness / fuzziness that makes it sometimes a bit too random
| compared to earth continents. I found that it works best for
| earth like map simulations (with water basically) when combined
| with some terrain physics (moving plaques of random sizes and
| other geological elements) to generate the high level details,
| and Perlin on top for the natural noisiness. For other planets
| though it does great.
| hermitcrab wrote:
| Perlin noise (with octaves) can generate quite natural
| looking terrain height maps. But it doesn't simulate natural
| processes such as wind and water erosion and plate
| techtonics. For example, plate techtonics tends to create
| mountains ranges in lines (such as the Himalayas and the
| Atlantic mid-ocean ridge) rather than completely randomly. So
| I guess that is going to limit just how natural it can look,
| especially over the scales that these natural processes
| operate.
| snorkel wrote:
| Works on mobile browser too! Usually these type of demos don't.
| Nice work.
| JKCalhoun wrote:
| Doesn't render for me on Safari, does on Chrome (MacOS).
| rbanffy wrote:
| Works for me, on Monterey and an x86 Mac Mini.
| mthoms wrote:
| Works for me in Safari.
| carlsagat wrote:
| Well done!
| rbanffy wrote:
| Venus in visible light could have been a fun joke.
| JackFr wrote:
| Beautiful, but clouds seem to be missing any cyclonic aspect.
| hermitcrab wrote:
| I am guessing the clouds are noise projected on a spherical
| surface, rotating separately from the planet. It would probably
| be quite complex to add coriolis force, and also slow things
| down.
| teaearlgraycold wrote:
| You could have static cyclones with palette shifting to get a
| good effect.
| melagonster wrote:
| >It runs at 60fps on my old low-end phone
|
| guess I really need a new cellphone! this is amazing, I just
| expected that my cellphone will become hotter and slower, and
| then confused about why my cellphone still work.
| b33j0r wrote:
| I also work on this in my spare time, and this example is pretty
| great! I'm still always stuck at cubespheres and not being able
| to create content on the surface.
|
| (You'd be amazed at how complex it is to create planets, and how
| ungrateful a lot of us are to be confined to just one!)
| smallstepforman wrote:
| I've done something similar in my Zero Gravity game (long time
| iOS project), where I had astronauts engaged in rag roll kung fu
| in space, with a GLSL earth in the background with day/night
| cycles. Just like Star Wars has sound in space, my game (as well
| as the linked renderer) added ambiant light to see the unlit part
| of earth. However, there is no ambiant light on the dark side of
| the moon<-<-<- earth.
| throw555chip wrote:
| Pretty, seems to run efficiently in the browser.
| amielucha wrote:
| Now add Pluto.
| hermitcrab wrote:
| No longer a planet!
| pmontra wrote:
| It works great on Android Firefox, but... no zoom?
| positus wrote:
| Looks good, though a bit two dimensional. Is it possible to use
| displacement or normal mapping versus bump mapping in a browser?
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(page generated 2023-11-21 23:03 UTC)