/[gzz]/gzz/Documentation/Manuscripts/Paper/paper.tex
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revision 1.179 by tjl, Sun Dec 1 16:23:03 2002 UTC revision 1.180 by tjl, Sun Dec 1 16:47:58 2002 UTC
# Line 491  Our main platforms are NV10, i.e., OpenG Line 491  Our main platforms are NV10, i.e., OpenG
491  \url{GL\_\hyp NV\_\hyp register\_\hyp combiners},  \url{GL\_\hyp NV\_\hyp register\_\hyp combiners},
492  and NV25, i.e., NV10 + \url{GL\_\hyp NV\_\hyp texture\_\hyp shader3}.  and NV25, i.e., NV10 + \url{GL\_\hyp NV\_\hyp texture\_\hyp shader3}.
493    
494  One important goal for the implementation is that it should be easily  Our implementation needs to support complicated mappings
495  applicable in a variety of situations.  between paper and screen coordinates, such as fisheye distortion.
496  For example, mapping between paper and screen can be complicated,  To make this simple, all processing to obtain shapes on the paper
 e.g.~fisheye.  
 Because of this, we have  
 adapted the OpenGL model:  
 the background ``texture coordinate'' is set  
 and then a vertex is rendered using glvertex.  
 % How is it set?  
 If a vertex program  
 extension is available,  
 it is used to allow the use of vertex and texture  
 coordinate arrays.  
 % How is it used?  
 To achieve this, all processing to obtain shapes on the paper  
497  must be done after the texture accesses, i.e. we cannot use  must be done after the texture accesses, i.e. we cannot use
498  procedural geometry.  procedural geometry.
499  % XXX  
500    % One important goal for the implementation is that it should be easily
501    % applicable in a variety of situations.
502    % For example, mapping between paper and screen can be complicated,
503    % e.g.~fisheye.
504    % Because of this, we have
505    % adapted the OpenGL model:
506    % the background ``texture coordinate'' is set
507    % and then a vertex is rendered using glvertex.
508    % % How is it set?
509    % If a vertex program
510    % extension is available,
511    % it is used to allow the use of vertex and texture
512    % coordinate arrays.
513    % % How is it used?
514    % % XXX
515    
516  The main components, corresponding to the extended OpenGL pipelines  The main components, corresponding to the extended OpenGL pipelines
517  are shown in Fig.~\ref{figpipeline}.  are shown in Fig.~\ref{figpipeline}.
# Line 898  applicable whenever data has identity, Line 901  applicable whenever data has identity,
901  it is at its best when the same data node can be reached through  it is at its best when the same data node can be reached through
902  several ways, and fragments of nodes are seen.  several ways, and fragments of nodes are seen.
903    
904    Web pages graphical identity
905    
906  \subsection{Problems}  \subsection{Problems}
907    
908  Of course it can be argued, for example, that  Of course it can be argued, for example, that
# Line 1000  OTHER IDENTITY: EDGE SHAPE Line 1005  OTHER IDENTITY: EDGE SHAPE
1005    
1006  NONREP: BAD HW ACCEL?  NONREP: BAD HW ACCEL?
1007    
1008    
1009  % \section{MPEG Animation}  % \section{MPEG Animation}
1010  % [not to be included in final ms.]  % [not to be included in final ms.]
1011  %  %

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