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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 17:09:56 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/12/01 17:09:56

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=1.210&tr2=1.211&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Paper/paper.tex
diff -u gzz/Documentation/Manuscripts/Paper/paper.tex:1.210 
gzz/Documentation/Manuscripts/Paper/paper.tex:1.211
--- gzz/Documentation/Manuscripts/Paper/paper.tex:1.210 Sun Dec  1 17:00:27 2002
+++ gzz/Documentation/Manuscripts/Paper/paper.tex       Sun Dec  1 17:09:56 2002
@@ -168,7 +168,7 @@
 
 In the following sections,
 we first review related work on texturing, 
-Focus+Contex views, and data identity.
+Focus+Context views, and data identity.
 Then, we formulate general principles for designing
 recognizable backgrounds and present a hardware-accelerated implementation.
 Finally, we show an example application of unique backgrounds
@@ -918,9 +918,13 @@
 While the method is general and
 applicable whenever data has identity,
 it is at its best when the same data node can be reached through
-several ways, and fragments of nodes are seen. 
+several ways, the nodes' overall appearance is similar,
+and fragments of nodes are seen. 
 
-Web pages graphical identity
+Of course, we cannot hope to match a unique graphical
+appearance designed by a human designer; 
+magazines and web sites have long used skilfully designed 
+graphical elements to make themselves recognizable.
 
 \subsection{Problems}
 
@@ -987,10 +991,6 @@
 using 2 passes as we currently do is too much; 
 it should be possible to obtain interesting textures with just one pass.
 
-The next generation graphics chips will support 
-a great deal more of procedural texturing and there the technological
-limitations will be less of a problem.
-
 We are working on implementing
 similar algorithms on ATI's extensions, due to their recent release
 of a Linux driver. However, we see the proprietary extensions only
@@ -998,6 +998,10 @@
 OpenGL ARB fragment program extension specification is a step
 in the direction of having a common API over different OpenGL cards.
 We do not use DirectX because it is restricted to one platform.
+
+The next generation graphics chips will support 
+a great deal more of procedural texturing and there the technological
+limitations will be less of a problem.
 
 % The new graphics chips, ATI R300 and NVIDIA NV30 support
 % a great deal more of procedural texturing and it will




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