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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 |
The procedurally generated unique textures are used as a |
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backgrounds to documents for visualization of document identity. |
backgrounds to documents for visualization of document identity. |
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The perceptually designed |
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algorithm runs, after the random seeding and setup stages, |
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entirely on the fragment pipeline of the GPU. |
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We present a perceptually designed hardware-accelerated algorithm for |
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generating unique background textures for distinguishing documents. |
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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. The user can |
a different, easily distinguishable background texture. |
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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). The user should be able to learn the textures of the most |
even show). |
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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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See figxupdfdiag. |
See figxupdfdiag. |
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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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recognizable. |
recognizable. |
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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, |
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distortion. To make this simple, all processing when rendering the |
entirely on the fragment pipeline of the GPU, in order |
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to allow |
23 |
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complicated |
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mappings |
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such as fisheye |
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distortion |
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between paper and screen coordinates. |
28 |
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29 |
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To make this simple, all processing when rendering the |
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background texture must be done on the fragment level after the |
background texture must be done on the fragment level after the |
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texture accesses, i.e., we cannot use procedural geometry. |
texture accesses, i.e., we cannot use procedural geometry. |
32 |
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