546 |
[fc-fisheye]_ XXXmorerefs. |
[fc-fisheye]_ XXXmorerefs. |
547 |
We use a continuous fisheye distortion as a focus of large documents. |
We use a continuous fisheye distortion as a focus of large documents. |
548 |
The magnification and size of the focus is user-adjustable and |
The magnification and size of the focus is user-adjustable and |
549 |
it can me moved independent of the focus (node) in the connection structure. |
it can me moved inside the focus node in the connection structure. |
550 |
|
|
551 |
Anisotropic filtering[REF] is one of the features of modern |
Anisotropic filtering[REF] is one of the features of modern |
552 |
graphics processors which is vital for implementing distortions |
graphics processors which is vital for implementing distortions |
553 |
of images: the default isotropic bi/trilinear texture filtering mode |
of images: the default isotropic bi/trilinear texture filtering mode |
554 |
does not give satisfactory results, since the distorted regions are too blurred. |
does not give satisfactory results, |
555 |
|
since the distorted regions become too blurred. |
556 |
|
|
557 |
|
|
558 |
|
|
559 |
Implementation on the Gzz platform |
Implementation on the Gzz platform |
560 |
================================== |
================================== |
561 |
|
|
562 |
The Gzz platform supports easy prototyping of the above structural and |
(Note to referees: by the time of the final paper, |
563 |
visual tenchiques because of several features. |
we will have changed the name of our prototype/platform) |
564 |
|
The Gzz platform supports easy prototyping of the above |
565 |
|
techniques in several ways. |
566 |
|
|
567 |
First, the Gzz storage model (Storm[XXX]) provides globally unique |
.. |
568 |
identities [lukka02guids-andalso-mealling-leach-salz02-uuidnamespace]_ |
|
569 |
for the documents and structural nodes and |
First, the Gzz storage model (Storm[XXX]) provides globally unique |
570 |
the xanalogical[XXX] structure implemented on Gzz is a convenient way |
identities [lukka02guids-andalso-mealling-leach-salz02-uuidnamespace]_ |
571 |
for specifying associations between parts of documents. |
for the documents and structural nodes and |
572 |
|
the xanalogical[XXX] structure implemented on Gzz is a convenient way |
573 |
|
for specifying associations between parts of documents. |
574 |
|
|
575 |
|
Not really important for this one - we're not talking too much |
576 |
|
about global identity in this paper... |
577 |
|
|
578 |
|
SHOULD WE? |
579 |
|
|
580 |
Second, the Gzz graphics model provides a simple way of |
The Gzz Vob graphics model provides a simple way of |
581 |
specifying geometry and automatic animation between views. |
specifying geometry and automatic animation between views. |
582 |
A view contains coordinate systems and vobs. |
A view contains coordinate systems and vobs. |
583 |
Vob is a visual object that knows how to draw itself in |
A Vob is a visual object that knows how to draw itself in |
584 |
one or more coordinate systems (for example, a connection line |
one or more coordinate systems (for example, a connection line |
585 |
vob draws a line between the origins of two coordinate systems). |
vob draws a line between the origins of two coordinate systems). |
586 |
When the user moves from one view to another, |
When the user moves from one scene (rendered keyframe) to another, |
587 |
the coordinate systems of the first view are |
the coordinate systems of the first view are |
588 |
interpolated to the corresponding coordinate systems of the |
interpolated to the corresponding coordinate systems of the |
589 |
following view, resulting in smooth animation. |
following view, resulting in smooth animation. |
590 |
|
|
591 |
Third, most source code changes yield immediate effect without rebuilding. |
Many source code changes yield immediate effects without rebuilding. |
592 |
Jython source files can be dynamically reloaded and most vobs |
Jython source files can be dynamically reloaded and most vobs |
593 |
are specified using strings that are dynamically compiled into |
are specified using strings that are dynamically compiled into |
594 |
OpenGL display lists. |
OpenGL display lists. |
595 |
Despite this, the framerate is high, because the |
Despite this, the framerate is high, because the |
596 |
interpolation of the coordinate systems and the actual rendering of vobs |
interpolation of the coordinate systems and the actual rendering of vobs |
597 |
is finally performed by native C++ code. |
is performed by native C++ code. |
598 |
|
|
599 |
|
The Gzz platform is free software and can be downloaded through |
600 |
|
the gzz.info website. |
601 |
|
|
602 |
Combining two orthogonal structures |
Combining two orthogonal structures |
603 |
=================================== |
=================================== |
673 |
if a structure behind the view is not cognitive able. |
if a structure behind the view is not cognitive able. |
674 |
We have combined two orthogonal structures to cross this problem |
We have combined two orthogonal structures to cross this problem |
675 |
and wholeness sums up to be very flexible system. |
and wholeness sums up to be very flexible system. |
676 |
|
|
677 |
The ground structure of all media is xanalogical. |
The ground structure of all media is xanalogical. |
678 |
In xanalogical world all characters typed in become media of text block. |
In xanalogical world all characters typed in become media of text block. |
679 |
Another media type can for example be articles viewed with in video display. |
Another media type can for example be articles viewed with in video display. |
766 |
|
|
767 |
- |
- |
768 |
|
|
769 |
|
The idea of making nodes recognizable so when coming |
770 |
|
across a familiar node through an unfamiliar route, it would |
771 |
|
be immediately recognizable. |
772 |
|
|
773 |
Acknowledgments |
Acknowledgments |
774 |
=============== |
=============== |
775 |
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|