The Observer-Centric Rendering Theory combines elements of Simulation Theory and geographic perception to explain how the Earth can appear flat to observers within a simulated reality, while the underlying design relies on a 3D spherical model. This theory addresses the discrepancy between the designed model and the perceived reality, providing a coherent framework for understanding the flat Earth perception within a simulated environment.
The designer of the simulation uses a 3D spherical model to ensure geographical accuracy and consistency. This model allows the designer to account for the true distances, directions, and relationships between different points on the Earth. The spherical model is essential for maintaining the integrity of global phenomena, such as weather patterns, time zones, and the shapes of continents.
Using a 3D spherical model ensures that physical laws and geographical relationships are accurately represented. This includes the correct calculation of flight paths, global communications, and natural phenomena, which are based on the true spherical nature of the Earth.
Localized Projection
While the designer’s model is a 3D sphere, the rendering engine translates this into a 2D flat map for each observer. The projection is centered on the observer’s location, creating an azimuthal equidistant map that makes the Earth appear flat from their perspective. This rendering technique ensures that distances and directions are accurate relative to the observer, despite the spherical nature of the underlying model.
As the observer moves, the map dynamically re-centers on their new position. This dynamic rendering maintains the illusion of a flat Earth, ensuring that the observer always experiences a flat and centered map. The seamless transition between locations reinforces the perception of a flat Earth within the simulated environment.
Maintaining Geographical Accuracy
The use of a 3D spherical model by the designer helps maintain geographical accuracy and consistency. The spherical model provides a true representation of global relationships, which the simulation translates into a coherent 2D experience for the observer. This ensures that all geographical data remains accurate, even though it is perceived as flat.
The rendering process involves using azimuthal equidistant projections or similar techniques that center the map on the observer’s location. This method ensures that the observer perceives the Earth as flat, with all points on the map at proportionally correct distances from the center, which is their current position.
In the context of the simulation, perception defines reality. If all observers perceive the Earth as flat due to the rendering process, then within their experiential reality, the Earth is flat. The designer’s 3D view is an external truth that does not alter the simulated experience of flatness for the observers.
The model used is available here https://maps.ontarget.cc/azmap/en.html
A flat map for a flat Earth should be a single simple and straight forward map.
Not multiple globe projections.