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revision 1.210 by tjl, Sun Dec 1 22:00:27 2002 UTC revision 1.211 by tjl, Sun Dec 1 22:09:56 2002 UTC
# Line 168  any {\em fragment} of the item, instead Line 168  any {\em fragment} of the item, instead
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
# Line 918  as a way of visualizing the identity of Line 918  as a way of visualizing the identity of
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    
# Line 987  as opposed to 2 and 2 on NV10, Line 991  as opposed to 2 and 2 on NV10,
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
# Line 999  OpenGL ARB fragment program extension sp Line 999  OpenGL ARB fragment program extension sp
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.

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