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## [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex

 From: Tuomas J. Lukka Subject: [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex Date: Sat, 30 Nov 2002 12:55:35 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/11/30 12:55:35

Modified files:
Documentation/Manuscripts/Irregu: irregu.tex

Log message:
Jvk's fixes

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Irregu/irregu.tex.diff?tr1=1.113&tr2=1.114&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Irregu/irregu.tex
diff -u gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.113
gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.114
--- gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.113       Sat Nov 30
10:26:52 2002
+++ gzz/Documentation/Manuscripts/Irregu/irregu.tex     Sat Nov 30 12:55:34 2002
@@ -579,6 +579,8 @@

\subsection{Drawing the shape}

+\label{secshape}
+
XXX figs for all these shapes!

The type of offsetting in Eq.(\ref{eqoffset}) is implemented
@@ -723,10 +725,12 @@
able to approximate the shape well in a single pass.

The algorithm works by precalculating the displacement or offset
-of the outer edge of the black line, assuming that the shape algorithm
-draws the inner edge.
-The precalculated edge shapes are different for different orientations,
-but this can be approximated by storing the offsets at a discrete set
+of the outer edge of the black line, assuming that the inner
+edge is defined as the edge of the area drawn by the
+algorithms of Section~\ref{secshape}.
+The precalculated edge shapes are different
+for different angles,
+but can be approximated by storing the offsets at a discrete set
of orientations in different components of a texture and interpolating
by calculating dot products.
This approximation is not completely free of artifacts (FIG),
@@ -734,11 +738,11 @@

Non-photorealistic line width scaling can be obtained by computing
each mip-map\cite{williams83pyramidal}
-level of the outer surface textures separately
+level of the outer edge textures separately
with the desired line width for that scale.
This method of computing mip-maps is similar to the art maps used in
\cite{klein00nonphotorealistic}.
-Because the textures store displacement values,
+Because the textures store offset/displacement values,
the mip-map levels interpolate seamlessly.
However, zooming above the highest level of detail in the mip-map
will fall back to the linear scaling.
@@ -762,7 +766,7 @@

The advantage of image-space algorithms is that their performance
does not depend on the complexity of a scene; however, it appears
-that NV30/R300 generation of graphics chips is flexible enough
+that only the NV30/R300 generation of graphics chips is flexible enough
to support image-based operations well, due to the number of texture
accesses and floating point operations needed. Also, it is more
difficult (although possible)