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XXX: should we mention the accepted manuscript? |
In [Kujala, Lukka, "Rendering recognizably unique textures", |
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- YES, since it was accepted |
to be published in Information Visualization'03 conference, |
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preprint available on request], we introduced the use |
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of procedurally generated unique background textures |
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as a visualization of document identity. |
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In this work, we are not using the GPU to try to obtain a specific |
In this work, we are not using the GPU to try to obtain a specific |
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appearance or effect. Instead, we use the GPU to produce an infinite |
appearance or effect. Instead, we use the GPU to produce an infinite |
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amount of different, novel textures, with the goal that they |
amount of different, novel textures, with the goal that they |
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should be recognizable by users. |
should be recognizable by users. |
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The procedurally generated unique textures are used as a |
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backgrounds to documents for visualization of document identity. |
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In our approach, each document has |
In our approach, each document has |
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a different, easily distinguishable background texture. |
a different, easily distinguishable background texture. |
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The user can |
The user can |
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thus identify an item at a glance, even if only a *fragment* of the |
thus identify an item at a glance, even if only a *fragment* of the |
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item is shown, without reading the title (which the fragment may not |
item is shown, without reading the title (which the fragment may not |
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even show). See Fig.1. |
even show) [Fig.1]. |
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The user should be able to learn the textures of the most |
The user should be able to learn the textures of the most |
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often visited documents, as per Zipf's law. |
often visited documents, as per Zipf's law. |
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An initial experiment has shown that the generated textures are indeed |
An initial experiment has shown that the generated textures are indeed |
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Plain OpenGL 1.3 does not by itself provide enough flexibility in the |
Plain OpenGL 1.3 does not by itself provide enough flexibility in the |
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fragment pipeline to allow for generating features nonlinearly from |
fragment pipeline to allow for generating features nonlinearly from |
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the basis textures. Because of this, and the availability of stable |
the basis textures[Fig.3]. Because of this, and the availability of stable |
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Linux drivers, our main platforms are NV10, i.e., OpenGL 1.3 + |
Linux drivers, our main platforms are NV10, i.e., OpenGL 1.3 + |
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GL_NV_register_combiners, and NV25, i.e., NV10 + |
GL_NV_register_combiners, and NV25, i.e., NV10 + |
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GL_NV_texture_shader3. We will be working on an implementation based on |
GL_NV_texture_shader3. We will be working on an implementation based on |
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combiner parameters chosen randomly from the seed number. For this, |
combiner parameters chosen randomly from the seed number. For this, |
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we use dot products of texture values with each other and with random |
we use dot products of texture values with each other and with random |
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constant vectors, and scale up with the register combiner output mappings |
constant vectors, and scale up with the register combiner output mappings |
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to sharpen the result (see Fig. 4). The resulting values |
to sharpen the result [Fig.4]. The resulting values |
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are used for interpolating between the palette colors. |
are used for interpolating between the palette colors. |
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On the NV25, we use offset textures to allow the creation of new |
On the NV25, we use offset textures to allow the creation of new |
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shapes by texture shading. |
shapes by texture shading. |
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distribution of feature vectors with maximum entropy. |
distribution of feature vectors with maximum entropy. |
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Fig.3. The complete set of 2D basis textures used by our |
Fig.3. The complete set of 2D basis textures used by our |
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implementation. All textures shown in this article are built from |
implementation. All textures shown in this proposal are built from |
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these textures and the corresponding HILO textures for offsetting. |
these textures and the corresponding HILO textures for offsetting. |
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Fig.4. How the limited register combiners of the NV10 |
Fig.4. How the limited register combiners of the NV10 |