Planet Generation - Part I
shaneenishry.com
shaneenishry.com
The surface geometry is not very important in this task. You can easily push out a million triangles or more, so you're going to get a pretty round shape in the end, no matter which primitive you take as a starting point.
The hard part is texturing and area distortions. Ideally you wouldn't have texture boundaries crossing the triangle boundaries. Since textures are rectangular, using the "cube sphere" is a very popular choice for planet rendering.
Things get more difficult if you have to use real-life imagery (satellite images and aerial photography), because then you're going to have to stitch several layers of textures on top of each other. There are texture splatting techniques and other tricks that need to be done to get proper texturing on the planet.
http://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S13/f...
and this one looks like some sort of terrain generation based on erosion:
http://arches.liris.cnrs.fr/publications/articles/SIGGRAPH20...
Explaining the history of features would be even cooler :-)
http://www.gamedev.net/topic/623145-terrain-generation-with-...
I'm hoping to find time to use it myself, and possible extend it. Thankfully its open source.
I am unsure on UV mapping though as I have not experimented with it yet when using geodesics. Instead I just escaped the problem by using a collapsed cube :)
I've got a bunch of other procedural content generation blog entries over at http://www.junkship.net, including this entry http://www.junkship.net/News/2011/11/13/building-steam-with-... which covers a lot of similar ground to the parent article.
Thanks for the links, I'll definitely check them out.
Edit: scratch that, you need an ungodly amount of parameters to get anything fine... works better for designing asteroids