{"id":15693818,"url":"https://github.com/finger563/unreal-pgm","last_synced_at":"2026-01-08T11:52:54.037Z","repository":{"id":67933971,"uuid":"439959029","full_name":"finger563/unreal-pgm","owner":"finger563","description":"Projective Grid Mapping for Planetary Terrain Implementation for Unreal Engine 4 / 5","archived":false,"fork":false,"pushed_at":"2021-12-29T22:35:00.000Z","size":52224,"stargazers_count":0,"open_issues_count":0,"forks_count":0,"subscribers_count":2,"default_branch":"main","last_synced_at":"2025-02-05T14:47:46.683Z","etag":null,"topics":[],"latest_commit_sha":null,"homepage":null,"language":null,"has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"mit","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/finger563.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2021-12-19T20:15:41.000Z","updated_at":"2021-12-29T22:35:02.000Z","dependencies_parsed_at":"2023-05-28T16:30:29.438Z","dependency_job_id":null,"html_url":"https://github.com/finger563/unreal-pgm","commit_stats":null,"previous_names":[],"tags_count":0,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/finger563%2Funreal-pgm","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/finger563%2Funreal-pgm/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/finger563%2Funreal-pgm/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/finger563%2Funreal-pgm/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/finger563","download_url":"https://codeload.github.com/finger563/unreal-pgm/tar.gz/refs/heads/main","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":246320200,"owners_count":20758410,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":[],"created_at":"2024-10-03T18:49:23.478Z","updated_at":"2026-01-08T11:52:53.993Z","avatar_url":"https://github.com/finger563.png","language":null,"readme":"# unreal-pgm\nProjective Grid Mapping for Planetary Terrain Implementation for Unreal Engine 4 / 5\n\n## References\n\n* [Projective Grid Mapping for Planetary Terrain (Thesis)](https://www.cse.unr.edu/~fredh/papers/thesis/046-mahsman/thesis.pdf) (2010)\n* [Projective Grid Mapping for Planetary Terrain Visualization (YouTube)](https://www.youtube.com/watch?v=xtFxDCJE-0Y) (2012)\n* [Geometry Reinvented with Mesh Shading - NVIDIA SIGGRAPH 2019](https://www.youtube.com/watch?v=rLEbO0Vrzz4) (2019)\n* [Planetary Rendering With Mesh Shaders](https://www.cg.tuwien.ac.at/research/publications/2020/rumpelnik_martin_2020_PRM/rumpelnik_martin_2020_PRM-Thesis.pdf) (2020)\n\n## Progress\n\nSo far I've gotten a basic matirial which projects from absolute world position\nonto a sphere with the given center and radius. This is applied to sprites of a\nniagra emitter which spawns particles in a grid (statically) and those particles\n/ that grid are placed very close in front of the camera, approximating the\nscreen-space grid from the PGM paper.\n\n### Current Images\n\nTextured (Earth) onto PGM sphere:\n![Textured PGM](./images/textured_pgm.png)\n\nNormal Vector visualized on PGM sphere\n![Textured PGM](./images/normal_1_pgm.png)\n\n### Older Images\n\nHere is an example of the current (very beta) version of that system:\n![Example PGM](./images/pgm_test.png)\n\nHere is that same scene, but in wireframe mode:\n![Wireframe PGM](./images/wireframe_pgm.png)\n\n## TODO\n\n- [ ] Better ray-sphere intersection calculation to move the vertices of near-misses onto the sphere for smoother sphere edge without needing to drastically increase the resolution of the particle grid\n- [ ] Better management of particle spawning to remove motion blur and ensure that it updates frequently enough\n- [x] Better calculation of normal / tangent vectors (since they seem to be .... not so great...)\n- [ ] Update to affect lighting (since right now the particles (and thus the sphere) don't affect the lighting in the scene / don't cast shadows)\n- [x] Texture mapping onto the sphere\n- [ ] Height mapping / displacement onto the sphere (texture lookup)\n- [ ] Conversion of height map into TSDF for use in ray-sphere ray-sdf intersection calculation\n- [ ] Addition of atmosphere shader / integration with UE atmosphere system?\n- [ ] Addition of water shader / integration with UE water system?\n- [ ] Addition of clouds / integration with UE cloud system?\n","funding_links":[],"categories":[],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ffinger563%2Funreal-pgm","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Ffinger563%2Funreal-pgm","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ffinger563%2Funreal-pgm/lists"}