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[Gzz-commits] manuscripts/AGPU irregu.txt


From: Tuomas J. Lukka
Subject: [Gzz-commits] manuscripts/AGPU irregu.txt
Date: Sat, 12 Apr 2003 08:58:02 -0400

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Tuomas J. Lukka <address@hidden>        03/04/12 08:58:02

Modified files:
        AGPU           : irregu.txt 

Log message:
        twid

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/irregu.txt.diff?tr1=1.7&tr2=1.8&r1=text&r2=text

Patches:
Index: manuscripts/AGPU/irregu.txt
diff -u manuscripts/AGPU/irregu.txt:1.7 manuscripts/AGPU/irregu.txt:1.8
--- manuscripts/AGPU/irregu.txt:1.7     Sat Apr 12 08:51:51 2003
+++ manuscripts/AGPU/irregu.txt Sat Apr 12 08:58:02 2003
@@ -18,27 +18,29 @@
 edge must be tied to the location on the background[Fig.3].
 
 We show how the GPU can be used to accomplish this - this is the easy
-part and we can even do this on unextended OpenGL 1.3.  
-To draw a segment of the irregular shape, we draw a single polygon
-that envelopes the edge on both the inside and outside.
-The texture coordinates are tied to the canvas coordinates.
-They can be tied directly, in which case we get the "sprinkled" edge,
-i.e. pieces of the shape "break off" the edge,
-or they can be tied so that the texture coordinates are the canvas
-coordinates on a line parallel to the edge segment, in which case
-the edge shape is a "height graph" of the texture at the line.
-Both of these texture coordinate binding styles share the same, correct
-style of motion tied to the canvas.
-
-The polygon's color is 
-smoothly interpolated with a different color on the inside and
-outside edge. The pixel pipeline is used to combine the
+part and we can even do this on unextended OpenGL 1.3.  To draw a segment
+of the irregular shape, we draw a single polygon that envelopes the edge
+on both the inside and outside.  The texture coordinates are tied to the
+canvas coordinates.  They can be tied directly, in which case we get the
+"sprinkled" edge, i.e. pieces of the shape "break off" the edge, or they
+can be tied so that the texture coordinates are the canvas coordinates
+on a line parallel to the edge segment, in which case the edge shape
+is a "height graph" of the texture at the line.  Both of these texture
+coordinate binding styles share the same, correct style of motion tied
+to the canvas.
+
+The polygon's color is smoothly interpolated with a different color on
+the inside and outside edge. The pixel pipeline is used to combine the
 interpolated value and the texture value into a single alpha value.
 Because the alpha test is performed prior to the stencil test, we can
 create the shape by rejecting fragments with the alpha test and drawing
 the remaining shape into the stencil buffer.  Once the shape is in the
 stencil buffer, it can be used as a viewport for any graphics.
 
+Because the shape is drawn completely on the GPU, with only one texture
+access in the basic algorithm, drawing it is fast and thus we have
+a smooth animation. 
+
 Edge
 ----
 
@@ -57,16 +59,16 @@
 Summary
 -------
 
-The most novel ideas in this proposal are the original use of texture 
coordinates
-to obtain the connected shape, the generation of the shapes from the
-interpolated color and alpha, and the methods for rendering of the edges of 
constant
-thicnkess.  Together, the generation of the shapes and drawing of the edge
-explain several details of the capabilities of the fragment pipelines
-of different levels of hardware and how to accomplish better results in
-this task using them.
+The most novel ideas in this proposal are the original use of texture
+coordinates to obtain the connected shape, the generation of the shapes
+from the interpolated color and alpha, and the methods for rendering of
+the edges of constant thicnkess.  Together, the generation of the shapes
+and drawing of the edge explain several details of the capabilities
+of the fragment pipelines of different levels of hardware and how to
+accomplish better results in this task using them.
 
-The line algorithms are immediately applicable by anyone wishing to draw an
-edge to any shape that is obtained programmatically from textures.
+The edge algorithms are immediately applicable by anyone wishing to draw an
+edge to a shape that is obtained programmatically from textures.
 
 Our current implementations are OpenGL1.3 with NV extensions but we
 can easily rewrite them using Cg if desired.
@@ -87,3 +89,6 @@
 where it was a moment ago". Obtaining
 
 XXX how to explain the intricate edge-drawing algorithms here?
+JVK!
+
+




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