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: Mon, 14 Apr 2003 15:03:55 -0400

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Tuomas J. Lukka <address@hidden>        03/04/14 15:03:55

Modified files:
        AGPU           : paper.txt 

Log message:
        edits

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/paper.txt.diff?tr1=1.14&tr2=1.15&r1=text&r2=text

Patches:
Index: manuscripts/AGPU/paper.txt
diff -u manuscripts/AGPU/paper.txt:1.14 manuscripts/AGPU/paper.txt:1.15
--- manuscripts/AGPU/paper.txt:1.14     Mon Apr 14 15:02:19 2003
+++ manuscripts/AGPU/paper.txt  Mon Apr 14 15:03:55 2003
@@ -25,35 +25,34 @@
 
 Plain OpenGL 1.3 does not by itself provide enough flexibility in the
 fragment pipeline to allow for generating features nonlinearly from
-the basis textures[Fig.3].  Because of this, and the availability of stable
-Linux drivers, our main platforms are NV10, i.e., OpenGL 1.3 +
-GL_NV_register_combiners, and NV25, i.e., NV10 +
-GL_NV_texture_shader3.  We will be  working on an implementation based on
-GL_ARB_fragment_program and GL_NV_fragment_program once we obtain
-NV3X-based cards. 
+the basis textures[Fig.3].  Because of this, and the availability of
+stable Linux drivers, our main platforms are NV10, i.e., OpenGL 1.3 +
+GL_NV_register_combiners, and NV25, i.e., NV10 + GL_NV_texture_shader3.
+We will be  working on an implementation based on GL_ARB_fragment_program
+and GL_NV_fragment_program now that we have obtained our first  NV3X-based 
+card.
+
+For each unique background texture, a small palette of colors is
+selected randomly from a heuristic distribution.  The shapes of the
+final background texture are generated entirely from a small set of
+static "basis textures" bound to texture units with randomly chosen
+affine texture coordinate mappings using vertex programs. Even though
+the basis textures are RGB textures, they contain no color information:
+they are simply treated as 3- or 4-vectors and combined using the NVIDIA
+register combiners extension with the palette colors to produce the final
+fragment colors.  
 
-For each unique background texture, a small palette of colors is selected
-randomly from a heuristic distribution.  The shapes of the final
-background texture are generated entirely from a small set of static
-"basis textures" bound to texture units with randomly chosen affine
-texture coordinate mappings using vertex programs. Even though 
-the basis textures are RGB
-textures, they contain no color information: they are simply treated
-as 3- or 4-vectors and combined using the NVIDIA register combiners
-extension with the palette colors to produce the final fragment colors.
 The use of the combiners is rather unconventional: we want to lose most
 of the original shapes of the basis textures in order to create new,
 different shapes from the interaction of the basis texture values and
 combiner parameters chosen randomly from the seed number.  For this,
 we use dot products of texture values with each other and with random
-constant vectors, and scale up with the register combiner output mappings
-to sharpen the result [Fig.4].  The resulting values
-are used for interpolating between the palette colors.
-On the NV25, we use offset textures to allow the creation of new 
-shapes by texture shading.
+constant vectors, and scale up with the register combiner output
+mappings to sharpen the result [Fig.4].  The resulting values are used
+for interpolating between the palette colors.  
 
-We realize that this is a rather off-the-wall GPU use but thought
-you might be interested.
+On the NV25, we use offset textures to ease the creation of new shapes
+in the fragment pipeline.
 
 --- Figures
 




reply via email to

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