QUOTE (DonPMitchell @ Sep 6 2006, 05:05 AM)
I'm also quite interested in the 3D rendering problem. Computer graphics is my day job, so I'd like to get the colors right of course, and do proper bump mapping of solid planets. Most synthetic planet images I've seen, such as from Celestia, look very fake to me. I think they are also using bad bidirectional reflectance formulas, and in the case of atmospheres and gas giants, sub-surface scattering is probably essential to get a realistic look.
By processing images shot with different sun angles its relatively easy to create normalmaps that look great for solid planets. (i usually do it by using a simplyfied shape from shading algorithm that only recover the normal for each point and skip the heightfield integration step.)
Usually 3d rendered pictures have very simple shading models. And even more often they have strange gamma errors. a common error people do is to use nonlinearized textures (gamma 2.2). That makes the shading look dark and dirty. One has to linearize all textures that goes into the 3d renderer and then convert the linear rendering into sRGB afterwards. Most 3d software have very limited support for these things.
Its probably really hard to render gas planets really realisticly. All realworld pictures of the gas planets have the scattering already "built in" to them. One has to recover the actual volumetric data to be able to render the subsurface scattering correctly. i have no idea how. But i think that using any SSS is better than none.
/M