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[Gzz-commits] manuscripts/AGPU paper.txt


From: Janne V. Kujala
Subject: [Gzz-commits] manuscripts/AGPU paper.txt
Date: Mon, 07 Apr 2003 09:08:41 -0400

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Janne V. Kujala <address@hidden>        03/04/07 09:08:41

Modified files:
        AGPU           : paper.txt 

Log message:
        some editing

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/paper.txt.diff?tr1=1.1&tr2=1.2&r1=text&r2=text

Patches:
Index: manuscripts/AGPU/paper.txt
diff -u manuscripts/AGPU/paper.txt:1.1 manuscripts/AGPU/paper.txt:1.2
--- manuscripts/AGPU/paper.txt:1.1      Mon Apr  7 08:25:16 2003
+++ manuscripts/AGPU/paper.txt  Mon Apr  7 09:08:40 2003
@@ -74,11 +74,11 @@
 
 Additionally, the entropy of the feature vectors over the distribution
 of textures should be maximized.  The distribution should contain
-occurrences as many different features as possible, and the features
+occurrences of as many different features as possible, and the features
 should be distributed independently from each other.
 
 However, because of the limited spatial resolution of the feature
-vector, in any {\em single} texture, only a limited range of features
+vector, in any *single* texture, only a limited range of features
 should be used.
 
 In a sense, the model of perception should be *inverted* in order to
@@ -88,13 +88,13 @@
 orthogonal (e.g. colors of neighbouring pixels) should be correlated
 so as to maximize the entropy.
 
-
 An important point is generating the backgrounds is that the texture
 appearance should have *no correlation* with any attribute or content
 of the document so that the textures of any hyperlinked documents are
 similar only by chance.
 
-
+Hardware-accelerated implementation
+===================================
 
 One major goal for the implementation is to support complicated
 mappings between paper and screen coordinates, such as fisheye
@@ -111,19 +111,9 @@
 GL_ARB_fragment_program once suitable hardware and Linux drivers
 emerge.
 
-Hardware-accelerated implementation
-===================================
-
 Colors
 ------
 
-Color is the most dominant visual attribute of a texture.  Therefore,
-it is essential that the overall colors of the backgrounds are
-maximally diverse with respect to color perception.  However, we come
-again to the number-of-different-features arguments discussed earlier:
-too many different colors in a *single* background are perceived just
-as a mix of many colors, making all such backgrounds look the same.
-
 To maintain recognizability, we use a small palette of colors for each
 paper, selected randomly from a heuristic distribution.  The final
 image contains convex combinations of the palette colors.
@@ -162,9 +152,6 @@
           implementation.  All textures shown in this article are
           built from these textures and the corresponding HILO
           textures for offsetting.
-
-Texture shading
----------------
 
 On the NV25 architecture, the texture accesses can be customized
 further by the use of texture shading: the texture coordinates used by




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