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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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