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revision 1.94 by tjl, Fri Nov 29 10:02:21 2002 UTC revision 1.95 by tjl, Fri Nov 29 10:39:46 2002 UTC
# Line 613  We use: \\ Line 613  We use: \\
613  - non-componentwise color interpolation in combiners \\  - non-componentwise color interpolation in combiners \\
614    
615    
 READABILITY - screen gamma  
616  \fi  \fi
617    
618  \subsection{Basis textures}  \subsection{Basis textures}
619    
620  We call the textures assigned to each OpenGL texture unit {\em basis textures}.  The shapes of the final background texture are generated
621    entirely from a small set of {\em basis textures} which
622    are the textures actually
623    assigned to OpenGL texture units. Even though the basis
624    textures are RGB textures, they contain no color information:
625    they are simply treated as 3-vectors to be used in
626    various ways to create shapes, and color is added
627    by the register combiners.
628    
629  In order to avoid shapes or features from the basis textures becoming  In order to avoid shapes or features from the basis textures becoming
630  identifiable, the basis textures should be relatively uniform.  identifiable, the basis textures should be relatively uniform.
631  We have obtained good results with a mix of  We have obtained good results with a mix of
632  small textures with uniformly random texels,  small textures with uniformly random texels,
633  larger textures with noise or turbulence\cite{perlin-noise-intro},  larger textures with noise or turbulence\cite{perlin-noise-intro},
634  and simple geometric images (e.g. checkerboard, see Fig.~\ref{fig-basis}).  and simple geometric images
635    (e.g. checkerboard, see Fig.~\ref{fig-basis}).
636    
637  As for selection of basis textures for each paper, the principle of ``saving bits'' applies:  As for selection of basis textures for each paper,
638  using hyperparameters for each paper to control the probabilities of  the principle of ``saving recognitive power'' applies:
639  different basis textures so that a paper will have mostly basis textures  we use hyperparameters for each background texture
640  of one or two types will give a specific feel to the paper.  to control the probabilities of
641    selecting different basis textures so
642    that each paper will mostly have only basis textures
643    of one or two types.
644    % will give a specific feel to the paper.
645  % XXX: and how does that amount to maximising entropy?  % XXX: and how does that amount to maximising entropy?
646  % - different types of shapes are not orthogonal to perception  % - different types of shapes are not orthogonal to perception
647    

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