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revision 1.80 by tjl, Thu Nov 28 10:39:16 2002 UTC revision 1.81 by tjl, Thu Nov 28 15:41:42 2002 UTC
# Line 55  the texture should produce a random feat Line 55  the texture should produce a random feat
55    
56  We discuss our freely available hardware-accelerated implementation  We discuss our freely available hardware-accelerated implementation
57  of unique backgrounds  of unique backgrounds
58  on the NV10 and NV20, and  on the NV10 and NV25, and
59  show an example user interface for browsing linked PDF documents  show an example user interface for browsing linked PDF documents
60  in a focus+context view using unique backgrounds.  in a focus+context view using unique backgrounds.
61    
# Line 379  Additionally, black text should have goo Line 379  Additionally, black text should have goo
379  In this section, we discuss our hardware-accelerated implementation  In this section, we discuss our hardware-accelerated implementation
380  of unique backgrounds .  of unique backgrounds .
381  Our main platforms are NV10, i.e. OpenGL 1.3 + GL\_NV\_register\_combiners,  Our main platforms are NV10, i.e. OpenGL 1.3 + GL\_NV\_register\_combiners,
382  and NV20, i.e. NV10 + GL\_NV\_texture\_shader2.  and NV25, i.e. NV10 + GL\_NV\_texture\_shader2.
 % Currently our NV20 code is broken; NV25 is required for HILO_OFFSET  
383    
384  One important goal for the implementation is that it should be easily  One important goal for the implementation is that it should be easily
385  applicable in a variety of situations.  applicable in a variety of situations.
# Line 614  and a transition band between the modes. Line 613  and a transition band between the modes.
613    
614  \begin{figure*}  \begin{figure*}
615  \centering  \centering
616  \fbox{\vbox{\vskip 3.5in}}  \includegraphics[height=10cm]{multipaper.ps}
617  \caption{  \caption{
618  \label{fig-examples}  \label{fig-examples}
619  A number of unique backgrounds generated by our system.  A number of unique backgrounds generated by our system.
# Line 625  in XXX ms on a GeForce4 ... Line 624  in XXX ms on a GeForce4 ...
624    
625  \begin{figure}  \begin{figure}
626  \centering  \centering
627  \fbox{\vbox{\vskip 3in}}  \includegraphics[height=5cm]{paperbasistex.ps}
628  \caption{  \caption{
629  \label{fig-basis}  \label{fig-basis}
630  The complete set of 2D basis textures used by our implementation.  The complete set of 2D basis textures used by our implementation.
# Line 672  All the passes are assigned the same set Line 671  All the passes are assigned the same set
671  the same repeating unit(s) to make them blend into a  the same repeating unit(s) to make them blend into a
672  single perceived layer.  single perceived layer.
673    
674  We use 3 passes on NV10 and 2 passes on NV20.  We use 3 passes on NV10 and 2 passes on NV25.
675    
676  \subsection{Texture shading}  \subsection{Texture shading}
677    
# Line 732  strongly on the text scale; making it ea Line 731  strongly on the text scale; making it ea
731  fluidly in and out helps.  fluidly in and out helps.
732    
733  So far, we have concentrated mostly on low-end hardware, and  So far, we have concentrated mostly on low-end hardware, and
734  have not even tapped the full potential of the NV20 and NV25 chips.  have not even tapped the full potential of the NV25 architecture.
735    
736  We are currently working on implementing  We are currently working on implementing
737  similar algorithms on ATI hardware, due to their recent release  similar algorithms on ATI hardware, due to their recent release

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