/[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 1.12 by tjl, Mon Apr 14 12:28:40 2003 UTC revision 1.13 by jvk, Mon Apr 14 12:51:49 2003 UTC
# Line 1  Line 1 
1  XXX: should we mention the accepted manuscript?  In [Kujala, Lukka, "Rendering recognizably unique textures",
2   - YES, since it was accepted  to be published in Information Visualization'03 conference,
3    preprint available on request], we introduced the use
4    of procedurally generated unique background textures
5    as a visualization of document identity.
6  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
7  appearance or effect.  Instead, we use the GPU to produce an infinite  appearance or effect.  Instead, we use the GPU to produce an infinite
8  amount of different, novel textures, with the goal that they  amount of different, novel textures, with the goal that they
9  should be recognizable by users.  should be recognizable by users.
 The procedurally generated unique textures are used as a  
 backgrounds to documents for visualization of document identity.  
10  In our approach, each document has  In our approach, each document has
11  a different, easily distinguishable background texture.    a different, easily distinguishable background texture.  
12  The user can  The user can
13  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
14  item is shown, without reading the title (which the fragment may not  item is shown, without reading the title (which the fragment may not
15  even show). See Fig.1.  even show) [Fig.1].
16  The user should be able to learn the textures of the most  The user should be able to learn the textures of the most
17  often visited documents, as per Zipf's law.  often visited documents, as per Zipf's law.
18  An initial experiment has shown that the generated textures are indeed  An initial experiment has shown that the generated textures are indeed
# Line 25  screen coordinates. Line 25  screen coordinates.
25    
26  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
27  fragment pipeline to allow for generating features nonlinearly from  fragment pipeline to allow for generating features nonlinearly from
28  the basis textures.  Because of this, and the availability of stable  the basis textures[Fig.3].  Because of this, and the availability of stable
29  Linux drivers, our main platforms are NV10, i.e., OpenGL 1.3 +  Linux drivers, our main platforms are NV10, i.e., OpenGL 1.3 +
30  GL_NV_register_combiners, and NV25, i.e., NV10 +  GL_NV_register_combiners, and NV25, i.e., NV10 +
31  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
# Line 47  different shapes from the interaction of Line 47  different shapes from the interaction of
47  combiner parameters chosen randomly from the seed number.  For this,  combiner parameters chosen randomly from the seed number.  For this,
48  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
49  constant vectors, and scale up with the register combiner output mappings  constant vectors, and scale up with the register combiner output mappings
50  to sharpen the result (see Fig. 4).  The resulting values  to sharpen the result [Fig.4].  The resulting values
51  are used for interpolating between the palette colors.  are used for interpolating between the palette colors.
52  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
53  shapes by texture shading.  shapes by texture shading.
# Line 79  recognizable textures, random seed value Line 79  recognizable textures, random seed value
79  distribution of feature vectors with maximum entropy.  distribution of feature vectors with maximum entropy.
80    
81  Fig.3. The complete set of 2D basis textures used by our  Fig.3. The complete set of 2D basis textures used by our
82  implementation.  All textures shown in this article are built from  implementation.  All textures shown in this proposal are built from
83  these textures and the corresponding HILO textures for offsetting.  these textures and the corresponding HILO textures for offsetting.
84    
85  Fig.4. How the limited register combiners of the NV10  Fig.4. How the limited register combiners of the NV10

Legend:
Removed from v.1.12  
changed lines
  Added in v.1.13

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