294 |
structure facilitates recognition. |
structure facilitates recognition. |
295 |
|
|
296 |
|
|
297 |
|
There have also been studies on |
298 |
|
mapping texture appearance to an Euclidian texture space |
299 |
|
(see \cite{gurnsey01texturespace} and the references therein): |
300 |
|
in the reported experiments, three dimensions have been sufficient |
301 |
|
to explain most of the variation in the similarity judgements for |
302 |
|
artificial textures. |
303 |
|
However, the texture stimuli have been somewhat simple |
304 |
|
(no color, lack of frequency-band interaction, etc.). |
305 |
|
For some natural texture sets, |
306 |
|
three dimensions have also been |
307 |
|
sufficient \cite{rao96texturenaming}, but often semantic connections cause the |
308 |
|
similarity to be context-dependant, making it hard to assess the |
309 |
|
dimensionality. |
310 |
|
%% XXX: this is something we should experiment with our textures |
311 |
|
|
312 |
% In this article, we apply texture shading to synthesize a large number |
% In this article, we apply texture shading to synthesize a large number |
313 |
% of unique textures for distinguishing virtual objects. |
% of unique textures for distinguishing virtual objects. |
314 |
|
|
1498 |
%which documents the fragments are from. |
%which documents the fragments are from. |
1499 |
|
|
1500 |
\section{Conclusions} |
\section{Conclusions} |
|
|
|
|
We have presented a perceptually designed hardware-accelerated |
|
|
algorithm |
|
|
|
|
1501 |
TJL |
TJL |
1502 |
|
|
1503 |
We have introduced procedurally generated unique backgrounds |
We have presented a perceptually designed hardware-accelerated |
1504 |
as a way of visualizing the identity of data or documents. |
algorithm for generating recognizably unique backgrounds. |
|
|
|
1505 |
The motivating example, the BuoyING user interface demonstrates |
The motivating example, the BuoyING user interface demonstrates |
1506 |
that the method is at its most useful |
that the method is at its most useful |
1507 |
when the same document can be reached through |
when the same document can be reached through |
1511 |
appearance designed by a human designer; |
appearance designed by a human designer; |
1512 |
magazines and web sites have long used skilfully designed |
magazines and web sites have long used skilfully designed |
1513 |
graphical elements to make themselves recognizable. |
graphical elements to make themselves recognizable. |
1514 |
However, the algorithm is able to generate an unlimited |
However, our algorithm is able to generate an unlimited |
1515 |
amount of unique backgrounds cheaply, making it possible |
amount of unique backgrounds cheaply, making it possible |
1516 |
e.g. for all academic articles with similar typography |
e.g. for all academic articles with similar typography |
1517 |
to have their own background. |
to have their own background. |
1520 |
|
|
1521 |
So far, we have concentrated mostly on low-end hardware, and |
So far, we have concentrated mostly on low-end hardware, and |
1522 |
have not even tapped the full potential of the NV25 architecture. |
have not even tapped the full potential of the NV25 architecture. |
1523 |
Given that there are 8 register combiner stages and 4 texture units, |
|
1524 |
as opposed to 2 and 2 on NV10, |
%Given that there are 8 register combiner stages and 4 texture units, |
1525 |
using 2 passes as we currently do is too much; |
%as opposed to 2 and 2 on NV10, |
1526 |
it should be possible to obtain interesting textures with just one pass. |
%using 2 passes as we currently do is too much; |
1527 |
The more general ARB fragment program extension also ... |
%it should be possible to obtain interesting textures with just one pass. |
1528 |
|
%The more general ARB fragment program extension also ... |
1529 |
|
|
1530 |
%We are also working on implementing |
%We are also working on implementing |
1531 |
%these algorithms on OpenGL ARB extensions ..., due to their recent release |
%these algorithms on OpenGL ARB extensions ..., due to their recent release |
1532 |
%of a Linux driver. |
%of a Linux driver. |
1550 |
% to use repeating units for non-repeating backgrounds --- but use more than one, |
% to use repeating units for non-repeating backgrounds --- but use more than one, |
1551 |
% which are not rationally related. |
% which are not rationally related. |
1552 |
|
|
1553 |
We report an initial recognition experiment |
We report an initial recognition experiment showing that the textures |
1554 |
|
generated by our algorithm are indeed recognizable. |
1555 |
Carrying out usability more tests is necessary, both |
Carrying out usability more tests is necessary, both |
1556 |
to measure how well textures can be remembered |
to measure how well textures can be remembered |
1557 |
and to make the ad hoc distributions more experimentally based. |
and to make the ad hoc distributions more experimentally based. |
1558 |
|
|
1559 |
%It could also be worthwhile to experiment with other ways |
%It could also be worthwhile to experiment with other ways |
1560 |
%of visualizing identity, such as unique edge shapes. |
%of visualizing identity, such as unique edge shapes. |
1561 |
|
|
1562 |
XXX: the effect of zoomability on recognizability |
% XXX: the effect of zoomability on recognizability |
|
|
|
|
There have been studies on |
|
|
mapping texture appearance to an Euclidian texture space |
|
|
(see \cite{gurnsey01texturespace} and the references therein): |
|
|
in the reported experiments, three dimensions have been sufficient |
|
|
to explain most of the variation in the similarity judgements for |
|
|
artificial textures. |
|
|
However, the texture stimuli have been somewhat simple |
|
|
(no color, lack of frequency-band interaction, etc.). |
|
|
For some natural texture sets, |
|
|
three dimensions have also been |
|
|
sufficient \cite{rao96texturenaming}, but often semantic connections cause the |
|
|
similarity to be context-dependant, making it hard to assess the |
|
|
dimensionality. |
|
|
%% XXX: this is something we should experiment with our textures |
|
1563 |
|
|
1564 |
% The new graphics chips, ATI R300 and NVIDIA NV30 support |
% The new graphics chips, ATI R300 and NVIDIA NV30 support |
1565 |
% a great deal more of procedural texturing and it will |
% a great deal more of procedural texturing and it will |