/[gzz]/manuscripts/AGPU/paper.txt
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revision 1.5 by tjl, Tue Apr 8 10:36:02 2003 UTC revision 1.6 by tjl, Tue Apr 8 10:39:27 2003 UTC
# Line 4  amount of different, novel textures, wit Line 4  amount of different, novel textures, wit
4  should be recognizable by users.  should be recognizable by users.
5  The procedurally generated unique textures are used as a  The procedurally generated unique textures are used as a
6  backgrounds to documents for visualization of document identity.  backgrounds to documents for visualization of document identity.
   
 The perceptually designed  
 algorithm runs, after the random seeding and setup stages,  
 entirely on the fragment pipeline of the GPU.  
   
 We present a perceptually designed hardware-accelerated algorithm for  
 generating unique background textures for distinguishing documents.  
7  In our approach, each document has  In our approach, each document has
8  a different, easily distinguishable background texture.  The user can  a different, easily distinguishable background texture.  
9    The user can
10  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
11  item is shown, without reading the title (which the fragment may not  item is shown, without reading the title (which the fragment may not
12  even show).  The user should be able to learn the textures of the most  even show).  
13    The user should be able to learn the textures of the most
14  often visited documents, as per Zipf's law.  often visited documents, as per Zipf's law.
15  See figxupdfdiag.  See figxupdfdiag.
   
16  An initial experiment has shown that the generated textures are indeed  An initial experiment has shown that the generated textures are indeed
17  recognizable.  recognizable.
18    
19  One major goal for the implementation is to support complicated  The perceptually designed
20  mappings between paper and screen coordinates, such as fisheye  algorithm runs, after the random seeding and setup stages,
21  distortion.  To make this simple, all processing when rendering the  entirely on the fragment pipeline of the GPU, in order
22    to allow
23    complicated
24    mappings
25    such as fisheye
26    distortion
27    between paper and screen coordinates.  
28    
29    To make this simple, all processing when rendering the
30  background texture must be done on the fragment level after the  background texture must be done on the fragment level after the
31  texture accesses, i.e., we cannot use procedural geometry.  texture accesses, i.e., we cannot use procedural geometry.
32    

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