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% XXX Mention that these are something like marbled paper |
% XXX Mention that these are something like marbled paper |
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% XXX Ref to xstarfish! |
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\begin{abstract} |
\begin{abstract} |
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We introduce unique backgrounds: procedurally generated background textures based on |
We introduce unique backgrounds: procedurally generated background textures based on |
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node identity, |
node identity, |
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\section{Hardware-accelerated implementation} |
\section{Hardware-accelerated implementation} |
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In hardware rendering, the use of resources is critical |
In this section, we discuss our hardware-accelerated implementation |
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The two relevant types of resources here are texture memory |
of unique backgrounds . |
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and rendering time. |
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. |
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One important goal for the implementation is that it should be easily |
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applicable in a variety of situations. |
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For example, mapping between paper and screen can be complicated, |
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e.g.~fisheye. |
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Because of this, we have |
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adapted the OpenGL model: the background ``texture coordinate'' is set |
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and then a vertex is rendered using glvertex. If a vertex program |
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extension is available, it is used to allow the use of vertex and texture |
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coordinate arrays. |
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This enables the use of distortion inside the nodes. |
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Performance: zoomability, memory, speed |
\subsection{Resource usage} |
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Our main platform: NV10, i.e. OpenGL 1.3 + GL\_NV\_register\_combiners, |
In hardware rendering, the use of resources is critical |
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and NV20, i.e. NV10 + GL\_NV\_texture\_shader2. |
The two relevant types of resources here are texture memory |
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and rendering time. |
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Using only textures: mapping between paper and screen can be complicated, |
Performance: zoomability, memory, speed |
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e.g.~fisheye. |
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\subsection{Colors} |
\subsection{Colors} |
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