gzz-commits
[Top][All Lists]
Advanced

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

[Gzz-commits] manuscripts/AniFont anifont.tex


From: Tuomas J. Lukka
Subject: [Gzz-commits] manuscripts/AniFont anifont.tex
Date: Thu, 23 Oct 2003 13:15:33 -0400

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Branch:         
Changes by:     Tuomas J. Lukka <address@hidden>        03/10/23 13:15:33

Modified files:
        AniFont        : anifont.tex 

Log message:
        Arch sync

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AniFont/anifont.tex.diff?tr1=1.17&tr2=1.18&r1=text&r2=text

Patches:
Index: manuscripts/AniFont/anifont.tex
diff -u manuscripts/AniFont/anifont.tex:1.17 
manuscripts/AniFont/anifont.tex:1.18
--- manuscripts/AniFont/anifont.tex:1.17        Thu Oct 23 08:59:40 2003
+++ manuscripts/AniFont/anifont.tex     Thu Oct 23 13:15:32 2003
@@ -1,8 +1,23 @@
 \documentclass[twocolumn,10pt]{article}
 \usepackage{graphicx}
 \usepackage{beton}
+\usepackage{caption2}
 \begin{document}
 
+\renewcommand{\topfraction}{.1}
+\renewcommand{\bottomfraction}{.1}
+\renewcommand{\textfraction}{.05}
+\renewcommand{\floatpagefraction}{.96}
+\renewcommand{\dbltopfraction}{.96}
+\renewcommand{\dblfloatpagefraction}{.96}
+\setcounter{topnumber}{9}
+\setcounter{bottomnumber}{9}
+\setcounter{totalnumber}{20}
+\setcounter{dbltopnumber}{9}
+
+\renewcommand{\captionfont}{\bfseries\sffamily}
+\renewcommand{\captionlabelfont}{}
+
 \title{Stretch-Squish Improves Image Quality on Hardware Accelerators: 
 Why You Should Make 2D Isotropic Situations Anisotropic}
 
@@ -64,6 +79,44 @@
 \label{secrelated}
 
 
+\def\snapsize{2.5cm}
+\def\snapshot#1{\raisebox{-2cm}{\includegraphics[totalheight=\snapsize]{#1}}}
+
+\def\colwidth{2.3cm}
+
+\begin{figure*}
+\begin{tabular}{p{1.5cm}|p{\colwidth}p{\colwidth}p{\colwidth}p{\colwidth}p{\colwidth}}
+Coordinate mapping&Nearest neighbour&Trilinear&Anisotropic&FSAA 4xSS&Custom 
vertex-based 4xSS \\
+\hline\\
+Iso& 
+\snapshot{snapsps/aniso-gffx-nearest.ps}   &
+\snapshot{snapsps/aniso-gffx-trilinear.ps} \\
+%
+Aniso&
+\snapshot{snapsps/aniso-gffx-aniso-nearest.ps}  &
+\snapshot{snapsps/aniso-gffx-trilinear-aniso.ps}  &
+\snapshot{snapsps/aniso-gffx-aniso.ps} 
+\end{tabular}
+\caption{
+\label{figbitrilinear}
+PFSS (Pixel Footprint in Screen Space) diagrams generated on a Geforce FX 5600 
(NV31), showing
+different types of filtering as they actually occur on the hardware 
+(see Appendix A for how to generate such diagrams).
+The dark, orthogonal square is a single pixel, enlarged, over which the 
contributions
+from texels around it are shown by their color.
+a) nearest-neighbour, b), c) trilinear filtering.
+The trilinear footprint is the weighted sum of two bilinear footprints.
+In c), the texture is mapped quite anisotropically and the 
+blurring effect of trilinear filtering is obvious - the footprint
+is much larger in the XXX direction than it should be.
+Hardware anisotropic filtering. 
+On the same card and same texture coordinates as
+c), but with anisotropic
+filtering enabled, the PFSS diagram shows a much better 
+footprint fitting more closely around the pixel.
+}
+\end{figure*}
+
 % \subsection{The texture mapping primitive}
 
 Texture mapping is a ubiquitous ... \cite{heckbert86survey,haeberli93texture}
@@ -94,43 +147,6 @@
 
     - LOD bias sharpening causes spatial and temporal aliasing (flickering)
 
-\def\snapsize{3cm}
-
-\begin{figure*}
-\begin{tabular}{rcrcrc}
-c) & 
-  \includegraphics[width=\snapsize]{snapsps/aniso-gffx-nearest.ps}   &
-c) & 
-  \includegraphics[width=\snapsize]{snapsps/aniso-gffx-bilinear.ps}  &
-c) & 
-  \includegraphics[width=\snapsize]{snapsps/aniso-gffx-trilinear.ps}   \\
-c) & 
-  \includegraphics[width=\snapsize]{snapsps/aniso-gffx-aniso-nearest.ps}  &
-c) & 
-  \includegraphics[width=\snapsize]{snapsps/aniso-gffx-trilinear-aniso.ps}  &
-c) & 
-  \includegraphics[width=\snapsize]{snapsps/aniso-gffx-aniso.ps} 
-\end{tabular}
-\caption{
-\label{figbitrilinear}
-PFSS (Pixel Footprint in Screen Space) diagrams generated on a Geforce FX 5600 
(NV31), showing
-different types of filtering as they actually occur on the hardware 
-(see Appendix A for how to generate such diagrams).
-The dark, orthogonal square is a single pixel, enlarged, over which the 
contributions
-from texels around it are shown by their color.
-a) bilinear, b), c) trilinear filtering.
-The trilinear footprint is the weighted sum of two bilinear footprints.
-In c), the texture is mapped quite anisotropically and the 
-blurring effect of trilinear filtering is obvious - the footprint
-is much larger in the XXX direction than it should be.
-Hardware anisotropic filtering. 
-On the same card and same texture coordinates as
-c), but with anisotropic
-filtering enabled, the PFSS diagram shows a much better 
-footprint fitting more closely around the pixel.
-}
-\end{figure*}
-
 
 % \subsection{Anisotropic texture filtering}
 
@@ -154,12 +170,12 @@
 \begin{tabular}{c|c}
 Trilinear  & Stretch-squish \\
 \hline\\
-\includegraphics[width=\snapsize]{snapsps/aniso-gffx-ortho-trilinear-0.ps}&
-\includegraphics[width=\snapsize]{snapsps/aniso-gffx-ortho-stretchsquish-0.ps}\\
-\includegraphics[width=\snapsize]{snapsps/aniso-gffx-ortho-trilinear-1.ps}&
-\includegraphics[width=\snapsize]{snapsps/aniso-gffx-ortho-stretchsquish-1.ps}\\
-\includegraphics[width=\snapsize]{snapsps/aniso-gffx-ortho-trilinear-2.ps}&
-\includegraphics[width=\snapsize]{snapsps/aniso-gffx-ortho-stretchsquish-2.ps}\\
+\snapshot{snapsps/aniso-gffx-ortho-trilinear-0.ps}&
+\snapshot{snapsps/aniso-gffx-ortho-stretchsquish-0.ps}\\
+\snapshot{snapsps/aniso-gffx-ortho-trilinear-1.ps}&
+\snapshot{snapsps/aniso-gffx-ortho-stretchsquish-1.ps}\\
+\snapshot{snapsps/aniso-gffx-ortho-trilinear-2.ps}&
+\snapshot{snapsps/aniso-gffx-ortho-stretchsquish-2.ps}\\
 \end{tabular}
 \caption{
 \label{figstretchsquishsamples}




reply via email to

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