55 |
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56 |
We discuss our freely available hardware-accelerated implementation |
We discuss our freely available hardware-accelerated implementation |
57 |
of unique backgrounds |
of unique backgrounds |
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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 |
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in a focus+context view using unique backgrounds. |
in a focus+context view using unique backgrounds. |
61 |
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379 |
In this section, we discuss our hardware-accelerated implementation |
In this section, we discuss our hardware-accelerated implementation |
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of unique backgrounds . |
of unique backgrounds . |
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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, |
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and NV20, i.e. NV10 + GL\_NV\_texture\_shader2. |
and NV25, i.e. NV10 + GL\_NV\_texture\_shader2. |
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% Currently our NV20 code is broken; NV25 is required for HILO_OFFSET |
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383 |
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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 |
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applicable in a variety of situations. |
applicable in a variety of situations. |
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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. |
624 |
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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. |
671 |
the same repeating unit(s) to make them blend into a |
the same repeating unit(s) to make them blend into a |
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single perceived layer. |
single perceived layer. |
673 |
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We use 3 passes on NV10 and 2 passes on NV20. |
We use 3 passes on NV10 and 2 passes on NV25. |
675 |
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676 |
\subsection{Texture shading} |
\subsection{Texture shading} |
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731 |
fluidly in and out helps. |
fluidly in and out helps. |
732 |
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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 |
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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 |