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[Gzz-commits] gzz/Documentation/Manuscripts/Paper paper.tex


From: Tuomas J. Lukka
Subject: [Gzz-commits] gzz/Documentation/Manuscripts/Paper paper.tex
Date: Sun, 01 Dec 2002 16:14:13 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/12/01 16:14:13

Modified files:
        Documentation/Manuscripts/Paper: paper.tex 

Log message:
        Twids

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Paper/paper.tex.diff?tr1=1.197&tr2=1.198&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Paper/paper.tex
diff -u gzz/Documentation/Manuscripts/Paper/paper.tex:1.197 
gzz/Documentation/Manuscripts/Paper/paper.tex:1.198
--- gzz/Documentation/Manuscripts/Paper/paper.tex:1.197 Sun Dec  1 16:00:44 2002
+++ gzz/Documentation/Manuscripts/Paper/paper.tex       Sun Dec  1 16:14:13 2002
@@ -653,69 +653,69 @@
 %% will naturally assume.
 
 
-\if0
-- color contrast needed for recognizable shapes \\
-\\
-- RGB not perceptually uniform \\
-- Perceptually uniform color space: 
-  distance corresponds to perceived differece of color \\
-- Usually color perception is divided to lightness, hue, and saturation \\
-- CIELAB\cite{cie86colorimetry}\\
-
-We use: \\
-- Colors decoupled from the shapes \\
- - - more combinations \\
- - - better control (number of ``distinct'' colors) \\
- - - difficult to combine RGB texture values preserving lightness and color 
-     balanceĀ \\
- - - different profiles have the same colors \\
-- palette of four colors \\
-- color space similar to CIELAB
-- hues interpolated between 7 primaries
-- hue chosen from a distribution concentrated on one color with random 
variance \\
-- saturation random using ad hoc distribution \\
-- readability: $L^* \ge 80$ \\
-- good contrast for shapes guaranteed by choosing dark and light colors 
-  (may hurt readability) \\
-- non-componentwise color interpolation in combiners \\
-
-
-\fi
+% \if0
+% - color contrast needed for recognizable shapes \\
+% \\
+% - RGB not perceptually uniform \\
+% - Perceptually uniform color space: 
+  % distance corresponds to perceived differece of color \\
+% - Usually color perception is divided to lightness, hue, and saturation \\
+% - CIELAB\cite{cie86colorimetry}\\
+% 
+% We use: \\
+% - Colors decoupled from the shapes \\
+ % - - more combinations \\
+ % - - better control (number of ``distinct'' colors) \\
+ % - - difficult to combine RGB texture values preserving lightness and color 
+     % balanceĀ \\
+ % - - different profiles have the same colors \\
+% - palette of four colors \\
+% - color space similar to CIELAB
+% - hues interpolated between 7 primaries
+% - hue chosen from a distribution concentrated on one color with random 
variance \\
+% - saturation random using ad hoc distribution \\
+% - readability: $L^* \ge 80$ \\
+% - good contrast for shapes guaranteed by choosing dark and light colors 
+  % (may hurt readability) \\
+% - non-componentwise color interpolation in combiners \\
+% 
+% 
+% \fi
 
 \subsection{Basis textures}
 
 The shapes of the final background texture are generated
-entirely from a small set of {\em basis textures} which
-are the textures actually
-assigned to OpenGL texture units. Even though the basis
+entirely from a small set of {\em basis textures} 
+Even though the basis
 textures are RGB textures, they contain no color information:
 they are simply treated as 3-vectors to be used in 
 various ways to create shapes, and color is added
 by the register combiners. 
 
-In order to avoid shapes or features from the basis textures becoming 
-identifiable, the basis textures should be relatively uniform.
+% In order to avoid shapes or features from the basis textures becoming 
+% identifiable, the basis textures should be relatively uniform.
 We have obtained good results with a mix of
 small textures with uniformly random texels, 
 larger textures with noise or turbulence\cite{perlin-noise-intro}, 
 and simple geometric images 
-(e.g. checkerboard, see Fig.~\ref{fig-basis}).
+(e.g., checkerboard, see Fig.~\ref{fig-basis}).
 
-As for selection of basis textures for each paper, 
+As for the selection of basis textures for each paper, 
 the principle of ``saving recognitive power'' applies:
 we use hyperparameters for each background texture 
 to control the probabilities of
 selecting different basis textures so 
 that each paper will mostly have only basis textures
-of one or two types.
+two or three types.
 % will give a specific feel to the paper.
 % XXX: and how does that amount to maximising entropy?
 % - different types of shapes are not orthogonal to perception
 
 \subsection{Texture coordinates}
 
-Texture coordinates define the mapping of the basis textures 
-to the coordinates of the final background texture.
+% Texture coordinates define the mapping of the basis textures 
+% to paper coordinates.
+
 The choice of the repeating unit fixes an absolute scale to the paper.
 The repeating unit should be relatively isotropic to avoid 
 the degeneration of textures to diagonal lines.




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