We already have Virtual Textures, which can display items as small as your house on the surface of a planet. These also work for normalmaps, so how about using a normalmaps to give the big picture of terrain height, and then for more interesting sections (eg Mount everest or something) you could go to higher levels of the VT normalmap, and then upon landing next to it, you'd see it represented in 3D. (Obviously you'd use the standard texture VT's to provide surface detail for these terrain sections)
The fact that you're using VT's would also mean that you're not constantly loading *huge* DEM's etc- and also you wouldn't need two seperate systems for shading and terrain.
Well, this is -more or less- what I pointed out in my above post.
In principle, a complete modeling of the planet could be possible using a Virtual Textures strategy (with the appropriate code modifications of course).
The idea is that the 'displacement map VT' is used to displace the earth mesh, replacing faked bumps with real volumes.
Getting even closer, the usual 'dm VT' tile splitting process begins, so only the on screen (ie visible to the viewer) part of earth is displaced, saving memory and frames per second.
As JackHiggins implied there could be some sort of roughness/radius-relative proximity setting: when the user is closer to the object than it, the 'dm VT' starts to displace the earth mesh, replacing faked bumps with real volumes.
The standard (color/albedo) VT will cover the displaced mesh as usual, giving color to the elevation data.
All would work in a continuous manner, without 'space' or 'surface' modes.
As for the origin of data, as I already said (and I am sure that some of you already know) there is a large amount of DEM, DTED, SRTM and NED files on the internet. Some of them are of
incredible high resolution (10 meters/pixel) More common ones are of 30-60-100 meters/pixel (enormous detail, indeed).
Some
free utilities as 3DEM can seamlessly stitch together this files to build larger surfaces. Some others as Wilbur can make normal maps with them, change projections, flood fill them, etc.. Most utilities including the quoted ones can export terrains as tga and other graphical formats.
Fridger:
I completely agree with your post as a statement. But why do you refer to 3D terrain display as
fiction? Is that a general assertion? Or are you pointing to specific feature proposals?
In my particular case, I am talking about a 3D engine using
real elevation data from satellital sources, in an absolutely analogous way to the one which Celestia has been using from a long time with bump/normal maps.
I am not supporting things like random noise functions, procedural trees and things like these, but accurate scientific data rendering.
Technical issues apart: can't 3D surface volumes be achieved this way without hurting Celestia philosophy?