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[Gzz-commits] gzz/Documentation Manuscripts/Paper/paper.tex T...


From: Tuomas J. Lukka
Subject: [Gzz-commits] gzz/Documentation Manuscripts/Paper/paper.tex T...
Date: Mon, 02 Sep 2002 08:59:20 -0400

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/09/02 08:59:20

Modified files:
        Documentation/Manuscripts/Paper: paper.tex 
        Documentation/TechReports/Graphics: Makefile graphics.tex 

Log message:
        Small updates related to libpaper

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Paper/paper.tex.diff?tr1=1.11&tr2=1.12&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/TechReports/Graphics/Makefile.diff?tr1=1.6&tr2=1.7&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/TechReports/Graphics/graphics.tex.diff?tr1=1.25&tr2=1.26&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Paper/paper.tex
diff -c gzz/Documentation/Manuscripts/Paper/paper.tex:1.11 
gzz/Documentation/Manuscripts/Paper/paper.tex:1.12
*** gzz/Documentation/Manuscripts/Paper/paper.tex:1.11  Mon Aug 26 04:08:55 2002
--- gzz/Documentation/Manuscripts/Paper/paper.tex       Mon Sep  2 08:59:20 2002
***************
*** 159,165 ****
  
  \subsubsection{Pseudo-random numbers}
  
! Instead of storing a database of millions of papers, we simply generate
  the papers procedurally\cite{texturing-and-modeling} by using
  repeatable sequences of pseudo-random numbers generated from a seed.
  
--- 159,165 ----
  
  \subsubsection{Pseudo-random numbers}
  
! Instead of storing a database of millions of papers, we generate
  the papers procedurally\cite{texturing-and-modeling} by using
  repeatable sequences of pseudo-random numbers generated from a seed.
  
***************
*** 172,177 ****
--- 172,180 ----
  However, we do make use of pre-rendered noise in textures. This considerably
  limits the possibilities but is still useful.
  
+ Rewrite: Fourier synthesis; different tradeoffs when pregenerating
+ textures!!!
+ 
  \subsubsection{3D texture}
  
  The shape in a 2D texture is relatively fixed. A texel always has the same 
neighbouring
***************
*** 179,184 ****
--- 182,199 ----
  coordinates are used to access the texture. This allows the same texels to 
occur in
  different contexts, allowing different shapes to come forth from the same 
texture.
  
+ XXX: rational vs irrational coordinates, shifting.
+ 
+ \subsubsection{Related texture coordinate generators}
+ 
+ If all texgens are chosen independently, the final texture will appear to
+ consist of different layers and not repeat. In order to increase the different
+ shapes in the textures, we can bind the $xy$ repeat units of two textures
+ to each other even though there is no relationship between the textures. This
+ creates a single repeating texture that is a combination of the two textures.
+ 
+ This creates shapes that repeat exactly and are therefore easy to learn for 
humans.
+ 
  \subsubsection{Texture shading}
  
  Only available in the latest generations of consumer-level graphics
***************
*** 193,199 ****
  
  Creates new shapes.
  
! Our experiments have been performed on the NV20, 
  
  \subsubsection{Texture environments / Register combiners}
  
--- 208,214 ----
  
  Creates new shapes.
  
! Our experiments have been performed on the NV20 and NV25, 
  
  \subsubsection{Texture environments / Register combiners}
  
Index: gzz/Documentation/TechReports/Graphics/Makefile
diff -c gzz/Documentation/TechReports/Graphics/Makefile:1.6 
gzz/Documentation/TechReports/Graphics/Makefile:1.7
*** gzz/Documentation/TechReports/Graphics/Makefile:1.6 Thu Apr 18 05:42:58 2002
--- gzz/Documentation/TechReports/Graphics/Makefile     Mon Sep  2 08:59:20 2002
***************
*** 9,13 ****
  vobs.1: vobs.mp
        mpost vobs.mp
  
! graphics: smooth.1 bevel.1 vobs.1
        latex graphics
--- 9,16 ----
  vobs.1: vobs.mp
        mpost vobs.mp
  
! texgen.1: texgen.mp
!       mpost texgen.mp
! 
! graphics: smooth.1 bevel.1 vobs.1 texgen.1
        latex graphics
Index: gzz/Documentation/TechReports/Graphics/graphics.tex
diff -c gzz/Documentation/TechReports/Graphics/graphics.tex:1.25 
gzz/Documentation/TechReports/Graphics/graphics.tex:1.26
*** gzz/Documentation/TechReports/Graphics/graphics.tex:1.25    Fri Aug 30 
03:54:39 2002
--- gzz/Documentation/TechReports/Graphics/graphics.tex Mon Sep  2 08:59:20 2002
***************
*** 316,323 ****
  
  \subsection{Distortion for smooth connectors}
  
! \section{SquishText}
  
  
  
  \end{document}
--- 316,341 ----
  
  \subsection{Distortion for smooth connectors}
  
! \section{TexGen for LibPaper}
  
+ \includegraphics{texgen.1}
+ \includegraphics{texgen.2}
  
+ For 2D textures,
+ $v = (x, y)$, $a = (s, t)$.
+ $v = M a$
+ $$
+     a = M^{-1} v
+ $$
+ 
+ For 3D textures, we first select
+ a plane with integer coefficients $i,j,k$ and
+ a real parameter $e$.:
+ $is + jt + kr = e$
+ 
+ And then, assuming $i \ne 0$ (if not, exchange coordinates),
+ take the unit vector along the $t=0$, $r=0$ plane and 
+ a vector orthogonal to that as the basis vectors, and invert
+ that matrix.
  
  \end{document}




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