524 |
% % How is it used? |
% % How is it used? |
525 |
% % XXX |
% % XXX |
526 |
|
|
527 |
|
We have two rendering modes which make different |
528 |
|
tradeoffs between these goals: direct, where |
529 |
|
the same small basis textures are used, which takes 2-3 passes |
530 |
|
with all texture units enabled, and |
531 |
|
pre-rendered, where the repeating unit of the texture |
532 |
|
is pre-rendered into a larger texture of its own, where rendering |
533 |
|
takes 1 pass with one texture unit. |
534 |
|
To achieve a satisfactory image quality in zooming |
535 |
|
with the latter approach, |
536 |
|
a relatively large texture has to be used. |
537 |
|
|
538 |
We have found that setting the parameters hierarchically |
We have found that setting the parameters hierarchically |
539 |
produces the best results: the parameters for different passes |
produces the best results: the parameters for different passes |
540 |
should depend on hyperparameters randomly selected for entire paper. |
should depend on hyperparameters randomly selected for entire paper. |
552 |
|
|
553 |
%Performance: zoomability, memory, speed |
%Performance: zoomability, memory, speed |
554 |
|
|
|
\subsection{Resource usage} |
|
|
|
|
|
In hardware rendering, the use of resources is critical. |
|
|
The two relevant types of resources here are texture memory |
|
|
and rendering time. |
|
|
|
|
|
We have two rendering modes which make different |
|
|
tradeoffs between these goals: direct, where |
|
|
the same small basis textures are used, which takes 2-3 passes |
|
|
with all texture units enabled, and |
|
|
pre-rendered, where the repeating unit of the texture |
|
|
is pre-rendered into a larger texture of its own, where rendering |
|
|
takes 1 pass with one texture unit. |
|
|
To achieve a satisfactory image quality in zooming |
|
|
with the latter approach, |
|
|
a relatively large texture has to be used. |
|
|
|
|
555 |
|
|
556 |
\subsection{Colors} |
\subsection{Colors} |
557 |
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|