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}. |
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 |
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 |
% |
% |