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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
- [Gzz-commits] manuscripts/AGPU paper.txt, Janne V. Kujala, 2003/04/07
- [Gzz-commits] manuscripts/AGPU paper.txt,
Janne V. Kujala <=
- [Gzz-commits] manuscripts/AGPU paper.txt, Janne V. Kujala, 2003/04/08
- [Gzz-commits] manuscripts/AGPU paper.txt, Tuomas J. Lukka, 2003/04/08
- [Gzz-commits] manuscripts/AGPU paper.txt, Tuomas J. Lukka, 2003/04/08
- [Gzz-commits] manuscripts/AGPU paper.txt, Tuomas J. Lukka, 2003/04/08
- [Gzz-commits] manuscripts/AGPU paper.txt, Tuomas J. Lukka, 2003/04/08
- [Gzz-commits] manuscripts/AGPU paper.txt, Tuomas J. Lukka, 2003/04/08
- [Gzz-commits] manuscripts/AGPU paper.txt, Janne V. Kujala, 2003/04/14
- [Gzz-commits] manuscripts/AGPU paper.txt, Tuomas J. Lukka, 2003/04/14
- [Gzz-commits] manuscripts/AGPU paper.txt, Tuomas J. Lukka, 2003/04/14
- [Gzz-commits] manuscripts/AGPU paper.txt, Tuomas J. Lukka, 2003/04/14