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revision 1.11 by tjl, Mon Aug 26 08:08:55 2002 UTC revision 1.12 by tjl, Mon Sep 2 12:59:20 2002 UTC
# Line 159  polygon and is therefore not affected. Line 159  polygon and is therefore not affected.
159    
160  \subsubsection{Pseudo-random numbers}  \subsubsection{Pseudo-random numbers}
161    
162  Instead of storing a database of millions of papers, we simply generate  Instead of storing a database of millions of papers, we generate
163  the papers procedurally\cite{texturing-and-modeling} by using  the papers procedurally\cite{texturing-and-modeling} by using
164  repeatable sequences of pseudo-random numbers generated from a seed.  repeatable sequences of pseudo-random numbers generated from a seed.
165    
# Line 172  current texture shaders; the next genera Line 172  current texture shaders; the next genera
172  However, we do make use of pre-rendered noise in textures. This considerably  However, we do make use of pre-rendered noise in textures. This considerably
173  limits the possibilities but is still useful.  limits the possibilities but is still useful.
174    
175    Rewrite: Fourier synthesis; different tradeoffs when pregenerating
176    textures!!!
177    
178  \subsubsection{3D texture}  \subsubsection{3D texture}
179    
180  The shape in a 2D texture is relatively fixed. A texel always has the same neighbouring  The shape in a 2D texture is relatively fixed. A texel always has the same neighbouring
# Line 179  texels, regardless of distortion. With 3 Line 182  texels, regardless of distortion. With 3
182  coordinates are used to access the texture. This allows the same texels to occur in  coordinates are used to access the texture. This allows the same texels to occur in
183  different contexts, allowing different shapes to come forth from the same texture.  different contexts, allowing different shapes to come forth from the same texture.
184    
185    XXX: rational vs irrational coordinates, shifting.
186    
187    \subsubsection{Related texture coordinate generators}
188    
189    If all texgens are chosen independently, the final texture will appear to
190    consist of different layers and not repeat. In order to increase the different
191    shapes in the textures, we can bind the $xy$ repeat units of two textures
192    to each other even though there is no relationship between the textures. This
193    creates a single repeating texture that is a combination of the two textures.
194    
195    This creates shapes that repeat exactly and are therefore easy to learn for humans.
196    
197  \subsubsection{Texture shading}  \subsubsection{Texture shading}
198    
199  Only available in the latest generations of consumer-level graphics  Only available in the latest generations of consumer-level graphics
# Line 193  Having a small texture act as a color ma Line 208  Having a small texture act as a color ma
208    
209  Creates new shapes.  Creates new shapes.
210    
211  Our experiments have been performed on the NV20,  Our experiments have been performed on the NV20 and NV25,
212    
213  \subsubsection{Texture environments / Register combiners}  \subsubsection{Texture environments / Register combiners}
214    

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