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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,
- [Gzz-commits] manuscripts/AGPU paper.txt, (continued)
- [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
- [Gzz-commits] manuscripts/AGPU paper.txt,
Tuomas J. Lukka <=