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Saito, Takahashi -- *the* reference (Image-space algorithm) - Computer Graphics Vol24 no4 |
Saito, Takahashi -- *the* reference (Image-space algorithm) - Computer Graphics Vol24 no4 |
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ZUI viewports! |
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Contribution of this article |
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\section{Tearing} |
\section{Tearing} |
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- basic model: rectangular paper, of which a convex region is shown |
- basic model: rectangular paper, of which a convex region is shown |
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A smooth rectangular or elliptical frame can make small viewports seem claustrophobic. |
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One reason for this is that the frame is often visually too small for its contents |
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to yield a balanced graphical design. For example, |
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- fundamental change of model: instead of *framing* the region of paper, |
- fundamental change of model: instead of *framing* the region of paper, |
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we *tear* it out of the paper. |
we *tear* it out of the paper. |
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The torn edge separates itself visually from the content, alleviating |
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the ... |
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Considered from a purely physical viewpoint, the tearout is not really |
Considered from a purely physical viewpoint, the tearout is not really |
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a good metaphor\cite{kuhn91formalization}: |
a good metaphor\cite{kuhn91formalization}: |
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However, similar tearing has been used in technical drawings for quite some |
However, similar tearing has been used in technical drawings for quite some |
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time to indicate that the depicted object extends beyond the part drawn in the diagram. |
time to indicate that the depicted object extends beyond the part drawn in the diagram. |
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Because of this, it should be readily comprehensible |
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to users that we're not tearing the original paper but only a depiction of it. |
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- distinguishing between edges of paper and the viewport useful |
- distinguishing between edges of paper and the viewport useful |
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- edge of paper = line, edge of viewport = torn |
- edge of paper = line, edge of viewport = torn |