Friday, November 23, 2007

Shiver Development: Event Mapping

A couple of new updates; one being that I have a new fog shader working on the globe - which adds to the effect of the atmospheric layering. The ability to program shaders and apply them to geometry is really what separates imagery that is noticeably fake and that which is nearing photorealistic. Real-time photorealism is the next big step in computer graphics - although you could make a very valid claim that photorealism hasn't been reached in pre-rendered form either.


Fig 1.1: Comparison between shader enhanced and non-shaded geometry

The next update in progress is actually a rather large one - that being that I can now plot events on the earth sphere, needing only an event's latitude and longitude values. This was actually a larger challenge than originally anticipated, as I didn't take into consideration polar coordinates in regard to texture mapping in OpenGL as it relates to sphere mapping. I also ran into an issue pushing and popping the transformation matrix - but that turned out to be an instance of not having certain draw events happening between the correct combination of push/pop commands.


Fig 1.2: Seismic events mapped on globe


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