gzz-commits
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[Gzz-commits] manuscripts/AGPU paper.txt


From: Tuomas J. Lukka
Subject: [Gzz-commits] manuscripts/AGPU paper.txt
Date: Tue, 08 Apr 2003 06:39:27 -0400

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Tuomas J. Lukka <address@hidden>        03/04/08 06:39:27

Modified files:
        AGPU           : paper.txt 

Log message:
        reorg

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/paper.txt.diff?tr1=1.5&tr2=1.6&r1=text&r2=text

Patches:
Index: manuscripts/AGPU/paper.txt
diff -u manuscripts/AGPU/paper.txt:1.5 manuscripts/AGPU/paper.txt:1.6
--- manuscripts/AGPU/paper.txt:1.5      Tue Apr  8 06:36:02 2003
+++ manuscripts/AGPU/paper.txt  Tue Apr  8 06:39:27 2003
@@ -4,27 +4,29 @@
 should be recognizable by users. 
 The procedurally generated unique textures are used as a
 backgrounds to documents for visualization of document identity. 
-
-The perceptually designed
-algorithm runs, after the random seeding and setup stages,
-entirely on the fragment pipeline of the GPU.
-
-We present a perceptually designed hardware-accelerated algorithm for
-generating unique background textures for distinguishing documents.
 In our approach, each document has
-a different, easily distinguishable background texture.  The user can
+a different, easily distinguishable background texture.  
+The user can
 thus identify an item at a glance, even if only a *fragment* of the
 item is shown, without reading the title (which the fragment may not
-even show).  The user should be able to learn the textures of the most
+even show).  
+The user should be able to learn the textures of the most
 often visited documents, as per Zipf's law.
 See figxupdfdiag.
-
 An initial experiment has shown that the generated textures are indeed
 recognizable.
 
-One major goal for the implementation is to support complicated
-mappings between paper and screen coordinates, such as fisheye
-distortion.  To make this simple, all processing when rendering the
+The perceptually designed
+algorithm runs, after the random seeding and setup stages,
+entirely on the fragment pipeline of the GPU, in order
+to allow
+complicated
+mappings 
+such as fisheye
+distortion
+between paper and screen coordinates.  
+
+To make this simple, all processing when rendering the
 background texture must be done on the fragment level after the
 texture accesses, i.e., we cannot use procedural geometry.
 




reply via email to

[Prev in Thread] Current Thread [Next in Thread]