/[gzz]/manuscripts/AGPU/paper.txt
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revision 1.15 by tjl, Mon Apr 14 19:03:55 2003 UTC revision 1.16 by tjl, Mon Apr 14 19:14:15 2003 UTC
# Line 23  setup stages, entirely on the fragment p Line 23  setup stages, entirely on the fragment p
23  allow complicated mappings such as fisheye distortion between the paper and  allow complicated mappings such as fisheye distortion between the paper and
24  screen coordinates.  screen coordinates.
25    
26    For each unique background texture, a small palette of colors is
27    selected randomly from a heuristic distribution.  The shapes of the
28    final background texture are generated entirely from a small set of
29    static "basis textures" bound to texture units with randomly chosen
30    affine texture coordinate mappings using vertex programs. Even though
31    the basis textures are RGB textures, they contain no color information:
32    they are simply treated as 3- or 4-vectors and combined nonlinearly
33    and the results are used to interpolate between the palette colors
34    to produce the final fragment colors.  
35    
36  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
37  fragment pipeline to allow for generating features nonlinearly from  fragment pipeline to allow for generating features nonlinearly from
38  the basis textures[Fig.3].  Because of this, and the availability of  the basis textures[Fig.3].  Because of this, and the availability of
# Line 32  We will be  working on an implementation Line 42  We will be  working on an implementation
42  and GL_NV_fragment_program now that we have obtained our first  NV3X-based  and GL_NV_fragment_program now that we have obtained our first  NV3X-based
43  card.  card.
44    
 For each unique background texture, a small palette of colors is  
 selected randomly from a heuristic distribution.  The shapes of the  
 final background texture are generated entirely from a small set of  
 static "basis textures" bound to texture units with randomly chosen  
 affine texture coordinate mappings using vertex programs. Even though  
 the basis textures are RGB textures, they contain no color information:  
 they are simply treated as 3- or 4-vectors and combined using the NVIDIA  
 register combiners extension with the palette colors to produce the final  
 fragment colors.    
   
45  The use of the combiners is rather unconventional: we want to lose most  The use of the combiners is rather unconventional: we want to lose most
46  of the original shapes of the basis textures in order to create new,  of the original shapes of the basis textures in order to create new,
47  different shapes from the interaction of the basis texture values and  different shapes from the interaction of the basis texture values and

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