1 |
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 |
2 |
appearance or effect. Instead, we use the GPU to produce an infinite |
appearance or effect. Instead, we use the GPU to produce an infinite |
3 |
amount of different, novel shapes, with the goal that they |
amount of different, novel textures, with the goal that they |
4 |
should be recognizable by users.. |
should be recognizable by users. |
5 |
|
The procedurally generated unique textures are used as a |
6 |
|
backgrounds to documents for visualization of document identity. |
7 |
|
|
8 |
|
The perceptually designed |
9 |
|
algorithm runs, after the random seeding and setup stages, |
10 |
|
entirely on the fragment pipeline of the GPU. |
11 |
|
|
12 |
We present a perceptually designed hardware-accelerated algorithm for |
We present a perceptually designed hardware-accelerated algorithm for |
13 |
generating unique background textures for distinguishing documents. |
generating unique background textures for distinguishing documents. |
14 |
The procedurally generated unique backgrounds are used as a |
In our approach, each document has |
|
visualization of document identity. In our approach, each document has |
|
15 |
a different, easily distinguishable background texture. The user can |
a different, easily distinguishable background texture. The user can |
16 |
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 |
17 |
item is shown, without reading the title (which the fragment may not |
item is shown, without reading the title (which the fragment may not |