First of all, great work. This is truely an awe-inspiring project.
I had a few questions I was hoping you wouldn't mind answering. I was also working on a planet renderer a few years back with which I ran into a few problems, and by all accounts (watching your videos) you seem to have solved all of them.
The biggest issue I had was procedurally generating the terrain diffuse maps and normal maps at anything near a fast enough rate. I was torn at one stage between generating actual diffuse and normal maps (textures) for each node in a generation phase, then sampling them in a shader, or passing vertex information about height and slope of each vertex along the vertex stream and generating a colour, per-pixel (and forgeting the normal mapping).
Both seemed to have pros and cons, the first method, generating the diffuse and normal maps, provided better visuals but was very slow when the patches subdivided (x4 nodes, x2 map generations would stall the GPU for a few 10's milliseconds) and was also quite heavy on the video memory.
The second method, sending height and slope information in the vertex stream and using a look up texture for the index to a ground material looked quite good on the ground, but because of the differences in terrain nodes LOD (after a subdivide), the popping was really bad.
In all your videos I cannot make out any vertices, which suggests a really high-resolution / fine tesselation and also, the lighting looks great.
And are you still using O'Neils scattering paper for the atmosphere, which again looks superb!
thanks a lot,
-John