/[gzz]/manuscripts/AGPU/paper.txt
ViewVC logotype

Diff of /manuscripts/AGPU/paper.txt

Parent Directory Parent Directory | Revision Log Revision Log | View Patch Patch

revision 1.1 by jvk, Mon Apr 7 12:25:16 2003 UTC revision 1.2 by jvk, Mon Apr 7 13:08:40 2003 UTC
# Line 74  observations confirm this. Line 74  observations confirm this.
74    
75  Additionally, the entropy of the feature vectors over the distribution  Additionally, the entropy of the feature vectors over the distribution
76  of textures should be maximized.  The distribution should contain  of textures should be maximized.  The distribution should contain
77  occurrences as many different features as possible, and the features  occurrences of as many different features as possible, and the features
78  should be distributed independently from each other.  should be distributed independently from each other.
79    
80  However, because of the limited spatial resolution of the feature  However, because of the limited spatial resolution of the feature
81  vector, in any {\em single} texture, only a limited range of features  vector, in any *single* texture, only a limited range of features
82  should be used.  should be used.
83    
84  In a sense, the model of perception should be *inverted* in order to  In a sense, the model of perception should be *inverted* in order to
# Line 88  luminance change) should be independentl Line 88  luminance change) should be independentl
88  orthogonal (e.g. colors of neighbouring pixels) should be correlated  orthogonal (e.g. colors of neighbouring pixels) should be correlated
89  so as to maximize the entropy.  so as to maximize the entropy.
90    
   
91  An important point is generating the backgrounds is that the texture  An important point is generating the backgrounds is that the texture
92  appearance should have *no correlation* with any attribute or content  appearance should have *no correlation* with any attribute or content
93  of the document so that the textures of any hyperlinked documents are  of the document so that the textures of any hyperlinked documents are
94  similar only by chance.  similar only by chance.
95    
96    Hardware-accelerated implementation
97    ===================================
98    
99  One major goal for the implementation is to support complicated  One major goal for the implementation is to support complicated
100  mappings between paper and screen coordinates, such as fisheye  mappings between paper and screen coordinates, such as fisheye
# Line 111  GL_NV_texture_shader3.  We are working o Line 111  GL_NV_texture_shader3.  We are working o
111  GL_ARB_fragment_program once suitable hardware and Linux drivers  GL_ARB_fragment_program once suitable hardware and Linux drivers
112  emerge.  emerge.
113    
 Hardware-accelerated implementation  
 ===================================  
   
114  Colors  Colors
115  ------  ------
116    
 Color is the most dominant visual attribute of a texture.  Therefore,  
 it is essential that the overall colors of the backgrounds are  
 maximally diverse with respect to color perception.  However, we come  
 again to the number-of-different-features arguments discussed earlier:  
 too many different colors in a *single* background are perceived just  
 as a mix of many colors, making all such backgrounds look the same.  
   
117  To maintain recognizability, we use a small palette of colors for each  To maintain recognizability, we use a small palette of colors for each
118  paper, selected randomly from a heuristic distribution.  The final  paper, selected randomly from a heuristic distribution.  The final
119  image contains convex combinations of the palette colors.  image contains convex combinations of the palette colors.
# Line 163  fig-basis: The complete set of 2D basis Line 153  fig-basis: The complete set of 2D basis
153             built from these textures and the corresponding HILO             built from these textures and the corresponding HILO
154             textures for offsetting.             textures for offsetting.
155    
 Texture shading  
 ---------------  
   
156  On the NV25 architecture, the texture accesses can be customized  On the NV25 architecture, the texture accesses can be customized
157  further by the use of texture shading: the texture coordinates used by  further by the use of texture shading: the texture coordinates used by
158  a texture unit can be made to depend on the result of a previous  a texture unit can be made to depend on the result of a previous

Legend:
Removed from v.1.1  
changed lines
  Added in v.1.2

savannah-hackers-public@gnu.org
ViewVC Help
Powered by ViewVC 1.1.26