168 |
|
|
169 |
In the following sections, |
In the following sections, |
170 |
we first review related work on texturing, |
we first review related work on texturing, |
171 |
Focus+Contex views, and data identity. |
Focus+Context views, and data identity. |
172 |
Then, we formulate general principles for designing |
Then, we formulate general principles for designing |
173 |
recognizable backgrounds and present a hardware-accelerated implementation. |
recognizable backgrounds and present a hardware-accelerated implementation. |
174 |
Finally, we show an example application of unique backgrounds |
Finally, we show an example application of unique backgrounds |
918 |
While the method is general and |
While the method is general and |
919 |
applicable whenever data has identity, |
applicable whenever data has identity, |
920 |
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 |
921 |
several ways, and fragments of nodes are seen. |
several ways, the nodes' overall appearance is similar, |
922 |
|
and fragments of nodes are seen. |
923 |
|
|
924 |
Web pages graphical identity |
Of course, we cannot hope to match a unique graphical |
925 |
|
appearance designed by a human designer; |
926 |
|
magazines and web sites have long used skilfully designed |
927 |
|
graphical elements to make themselves recognizable. |
928 |
|
|
929 |
\subsection{Problems} |
\subsection{Problems} |
930 |
|
|
991 |
using 2 passes as we currently do is too much; |
using 2 passes as we currently do is too much; |
992 |
it should be possible to obtain interesting textures with just one pass. |
it should be possible to obtain interesting textures with just one pass. |
993 |
|
|
|
The next generation graphics chips will support |
|
|
a great deal more of procedural texturing and there the technological |
|
|
limitations will be less of a problem. |
|
|
|
|
994 |
We are working on implementing |
We are working on implementing |
995 |
similar algorithms on ATI's extensions, due to their recent release |
similar algorithms on ATI's extensions, due to their recent release |
996 |
of a Linux driver. However, we see the proprietary extensions only |
of a Linux driver. However, we see the proprietary extensions only |
999 |
in the direction of having a common API over different OpenGL cards. |
in the direction of having a common API over different OpenGL cards. |
1000 |
We do not use DirectX because it is restricted to one platform. |
We do not use DirectX because it is restricted to one platform. |
1001 |
|
|
1002 |
|
The next generation graphics chips will support |
1003 |
|
a great deal more of procedural texturing and there the technological |
1004 |
|
limitations will be less of a problem. |
1005 |
|
|
1006 |
% The new graphics chips, ATI R300 and NVIDIA NV30 support |
% The new graphics chips, ATI R300 and NVIDIA NV30 support |
1007 |
% a great deal more of procedural texturing and it will |
% a great deal more of procedural texturing and it will |
1008 |
% be interesting to apply the same criteria there. |
% be interesting to apply the same criteria there. |