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[Gzz-commits] manuscripts/AniFont anifont.tex methods.gnumeric


From: Tuomas J. Lukka
Subject: [Gzz-commits] manuscripts/AniFont anifont.tex methods.gnumeric
Date: Sat, 25 Oct 2003 05:43:43 -0400

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Branch:         
Changes by:     Tuomas J. Lukka <address@hidden>        03/10/25 05:43:42

Modified files:
        AniFont        : anifont.tex methods.gnumeric 

Log message:
        more

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AniFont/anifont.tex.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AniFont/methods.gnumeric.diff?tr1=1.1&tr2=1.2&r1=text&r2=text

Patches:
Index: manuscripts/AniFont/anifont.tex
diff -u manuscripts/AniFont/anifont.tex:1.22 
manuscripts/AniFont/anifont.tex:1.23
--- manuscripts/AniFont/anifont.tex:1.22        Fri Oct 24 09:20:35 2003
+++ manuscripts/AniFont/anifont.tex     Sat Oct 25 05:43:42 2003
@@ -85,14 +85,15 @@
 
 \begin{figure*}
 
\begin{tabular}{p{1.5cm}|p{\colwidth}p{\colwidth}p{\colwidth}p{\colwidth}p{\colwidth}}
-Coordinate mapping&Nearest neighbour&Trilinear&Trilinear+ Anisotropic&FSAA 
4xSS&Custom vertex-based 4xSS \\
+Coordinate mapping&Nearest neighbour&Trilinear&Trilinear+ Anisotropic&FSAA 
4xSS&Vertex-based 4xSS \\
 \hline\\
 Iso& 
 \snapshot{snapsps/aniso-gffx-tbl-iso-nearest.ps}   &
 \snapshot{snapsps/aniso-gffx-tbl-iso-trilinear.ps}   &
 \snapshot{snapsps/aniso-gffx-tbl-iso-aniso.ps}   &
 \snapshot{snapsps/aniso-gf4go-tbl-iso-fsaa.ps}   &
-\snapshot{snapsps/aniso-gffx-tbl-iso-super4.ps}   \\[1ex]
+\snapshot{snapsps/aniso-gffx-tbl-iso-super4.ps}   \\
+\\
 %
 Aniso&
 \snapshot{snapsps/aniso-gffx-tbl-aniso-nearest.ps}   &
@@ -169,12 +170,11 @@
 
 \section{Why does stretch and squish improve image quality?}
 
-- quality of trilinear filtering result depends strongly on subpixel position
 
-\begin{figure}
+\begin{figure}[t!]
 \centering
 \begin{tabular}{c|c}
-Trilinear  & Stretch-squish \\
+Trilinear  & Stretch-squish 2x\\
 \hline\\
 \snapshot{snapsps/aniso-gffx-ortho-trilinear-0.ps}&
 \snapshot{snapsps/aniso-gffx-ortho-stretchsquish-0.ps}\\
@@ -184,30 +184,25 @@
 \snapshot{snapsps/aniso-gffx-ortho-stretchsquish-2.ps}\\
 \end{tabular}
 \caption{
-\label{figstretchsquishsamples}
-PFSS diagrams of an simple rendering situation,
-showing how stretch-squish works. 
-a) Normal trilinear filtering. 
-b) Stretching the texture and squishing it allows more samples to be used
-when using an anisotropic filter. The footprint in XXX direction is much closer
-to the actual pixel; there is less blur in the output. Here, 2x anisotropy was
-used; using more anisotropy sharpens the filter further.
+\label{figstretchsquishwhyworks}
+PFSS diagrams of an isotropic rendering situation,
+showing why stretch-squish improves image quality. 
+The three rows show different sub-pixel translations of the texture.
+The trilinear filter kernel size varies strongly in both X and Y
+directions, whereas the kernel size for 
+stretch-squish varies far less strongly for the direction of the stretch.
 }
 \end{figure}
 
+The quality of trilinear filtering result depends strongly on subpixel 
position,
+as shown in Fig.~\ref{figstretchsquishwhyworks}. The anisotropic filter 
provides
+a better 
+
 - analogous to supersampling
 
 
 - downside: if transformed nonorthogonally, blurs easier since the "aniso 
power" is already used
 
-\section{Example: text}
-
-\begin{table}
-\caption{
-\label{tabperformance}
-The performance of the different implementations on a XXX.
-}
-\end{table}
 
 \def\fontexamplesize{8cm}
 \begin{figure*}
@@ -247,6 +242,31 @@
 
 \section{Conclusion}
 
+\begin{table*}
+\begin{minipage}{\textwidth}
+\begin{tabular}{p{3cm}|lllll}
+Method              & HW req & Clarity     & Aliasing    & Code changes   & 
Relative time per pixel\\
+\hline\\
+Trilinear           & Any    & Blurry      & ---         & ---            & 1 
\\
+Trilinear, LOD bias & Any    & Less blurry & Bad         & trivial        & 
1---2 \\
+Stretch-squish 2x   & NV1X+  & Better      & ---         & almost trivial & 
1.5---2 \\
+4x FSAA supersampling & NV1X\footnote{Not available on NVIDIA Linux drivers 
44.96 on NV25 or NV31, only on NV1X}  & Good        & ---         & trivial     
   & 4\footnote{With FSAA, the entire scene slows down, not just the polygon to 
be improved} \\
+Vertex-based supersampling &
+                        NV2X+ & Good       & ---         & significant    & 
4---6 \\
+Fragment-based supersampling & 
+                        NV3X+ & Good       & ---         & trivial        & 
10---20 \\
+\hline
+\end{tabular}
+\end{minipage}
+\caption{
+\label{tabperformance}
+A comparison of different ways of improving the filtering of 
\emph{isotropically} rendered
+textured polygons.
+The hardware requirements are given as NVIDIA architectures; the architectures 
from
+other manufacturers such as ATI mostly follow a similar pattern.
+}
+\end{table*}
+
 - In this article, we argue that isotropic situations should be explicitly 
avoided
   in 2D orthogonal rendering - better quality with aniso
 
@@ -279,10 +299,15 @@
 
 \section{Acknowledgments}
 
+\bibliographystyle{abbrv}
+\bibliography{gzigzag}
+
+\appendix
+
 \appendix
 \section*{Appendix}
 
-\section{Probing hardware texture filters for drawing realistic PFSS snapshots}
+\section{Probing hardware texture filters in OpenGL}
 \label{secprobing}
 
 In our investigations for this article, we found the pixel footprint
@@ -362,12 +387,6 @@
       as the contribution of four texels on a higher mimap level as per
       the assumption of generating the mipmap levels in the usual way
 
-\bibliographystyle{abbrv}
-\bibliography{gzigzag}
-
-\appendix
-
-\section{Probing texture filters}
 
 \begin{enumerate}
 
Index: manuscripts/AniFont/methods.gnumeric




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