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[Gzz-commits] manuscripts/AGPU paper.txt


From: Tuomas J. Lukka
Subject: [Gzz-commits] manuscripts/AGPU paper.txt
Date: Mon, 14 Apr 2003 15:14:15 -0400

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

Modified files:
        AGPU           : paper.txt 

Log message:
        reorg

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/paper.txt.diff?tr1=1.15&tr2=1.16&r1=text&r2=text

Patches:
Index: manuscripts/AGPU/paper.txt
diff -u manuscripts/AGPU/paper.txt:1.15 manuscripts/AGPU/paper.txt:1.16
--- manuscripts/AGPU/paper.txt:1.15     Mon Apr 14 15:03:55 2003
+++ manuscripts/AGPU/paper.txt  Mon Apr 14 15:14:15 2003
@@ -23,6 +23,16 @@
 allow complicated mappings such as fisheye distortion between the paper and
 screen coordinates.
 
+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 nonlinearly
+and the results are used to interpolate between the palette colors 
+to produce the final fragment colors.  
+
 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
@@ -31,16 +41,6 @@
 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.  
 
 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,




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