/[gzz]/gzz/Documentation/Manuscripts/Paper/paper.tex
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revision 1.61 by jvk, Fri Nov 22 13:39:39 2002 UTC revision 1.62 by tjl, Fri Nov 22 15:23:11 2002 UTC
# Line 35  by Unique Backgrounds} Line 35  by Unique Backgrounds}
35    
36  % XXX Mention that these are something like marbled paper  % XXX Mention that these are something like marbled paper
37    
38    % XXX Ref to xstarfish!
39    
40  \begin{abstract}  \begin{abstract}
41  We introduce unique backgrounds: procedurally generated background textures based on    We introduce unique backgrounds: procedurally generated background textures based on  
42  node identity,  node identity,
# Line 336  this would remove the use of the texture Line 338  this would remove the use of the texture
338    
339  \section{Hardware-accelerated implementation}  \section{Hardware-accelerated implementation}
340    
341  In hardware rendering, the use of resources is critical  In this section, we discuss our hardware-accelerated implementation
342  The two relevant types of resources here are texture memory  of unique backgrounds .
343  and rendering time.  Our main platforms are NV10, i.e. OpenGL 1.3 + GL\_NV\_register\_combiners,
344    and NV20, i.e. NV10 + GL\_NV\_texture\_shader2.
345    
346    One important goal for the implementation is that it should be easily
347    applicable in a variety of situations.
348    For example, mapping between paper and screen can be complicated,
349    e.g.~fisheye.
350    Because of this, we have
351    adapted the OpenGL model: the background ``texture coordinate'' is set
352    and then a vertex is rendered using glvertex. If a vertex program
353    extension is available, it is used to allow the use of vertex and texture
354    coordinate arrays.
355    
356    This enables the use of distortion inside the nodes.
357    
358  Performance: zoomability, memory, speed  \subsection{Resource usage}
359    
360  Our main platform: NV10, i.e. OpenGL 1.3 + GL\_NV\_register\_combiners,  In hardware rendering, the use of resources is critical
361  and NV20, i.e. NV10 + GL\_NV\_texture\_shader2.  The two relevant types of resources here are texture memory
362    and rendering time.
363    
364  Using only textures: mapping between paper and screen can be complicated,  Performance: zoomability, memory, speed
 e.g.~fisheye.  
365    
366  \subsection{Colors}  \subsection{Colors}
367    

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