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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: Sun, 01 Dec 2002 20:12:01 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/12/01 20:12:01

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

Log message:
        text

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Irregu/irregu.tex.diff?tr1=1.131&tr2=1.132&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Irregu/irregu.tex
diff -u gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.131 
gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.132
--- gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.131       Sun Dec  1 
19:47:27 2002
+++ gzz/Documentation/Manuscripts/Irregu/irregu.tex     Sun Dec  1 20:12:01 2002
@@ -30,20 +30,24 @@
 }}
 
 \abstract{
-We propose non-photorealistic tearing as an
+We apply break lines from technical drawing
+as an
 alternative to the ubiquitous rectangular frames
-in user interfaces.  When showing a piece of a
-larger paper, the torn edges naturally indicate
+in user interfaces.  
+When showing a piece of a
+larger canvas, the non-photorealistically torn edges naturally indicate
 where the content extends.  We show how the shape
 of the jagged edge can be tied to its location on
 the paper; this creates a natural rippling motion
 when the edge moves in relation to the paper.
-As a bonus, visually un-ambiguous
-
-
-Visualizing relations in Focus+Contex views.
-
-Sense of scale
+The jagged edge is also visually less ambiguous than 
+the straight horizontal and vertical lines and
+can be used to provide a 
+sense of scale to the user.
+
+We show how suitably rippling break lines can be implemented
+on the NV10 and NV25 architectures, and show screenshots
+of example user interfaces.
 }
 
 
@@ -182,7 +186,6 @@
 since they always show the whole irregular object,
 not only part of it.
 
-\cite{bjork02windowframes}
 
 % ---
 % 
@@ -311,8 +314,8 @@
 ends and where there is simply a line inside a viewport; see
 e.g.~Fig.\ref{figbreakout}.
 
-XXX Fourier viewpoint
-frequencies: only low/high in frames
+% XXX Fourier viewpoint
+% frequencies: only low/high in frames
 
 One thing that we hope to achieve is that instead of having to perceive
 two objects, the ``hole'' of the viewport and the the canvas behind,
@@ -321,7 +324,8 @@
 
 Additionally, the motion of the uneven edge can be used to give the
 user a cue about the motion of the viewport, and
-the style and size of the ripples can give a cue about the scale of the view.
+the style and size of the ripples can give a cue about the scale of the view
+(window frames have also been used for visualization 
previously\cite{bjork02windowframes}).
 
 
 % The important difference is that
@@ -377,7 +381,9 @@
 \centering
 \includegraphics{motion.ps}\\
 \caption{\label{figmotion}
-XXX: motion
+A diagrammatic representation of the motion of a torn viewport.
+The edges parallel to the direction of motion remain still while the 
+moving edges change their shape.
 }
 \end{figure}
 
@@ -581,8 +587,6 @@
 
 \label{secshape}
 
-XXX figs for all these shapes!
-
 When the tear-out reaches the edge of canvas, the smooth 
 canvas border should be drawn instead of the parts of the tear-out
 shape extending outside the canvas.
@@ -610,7 +614,7 @@
 the value of such a texture and a noise texture and using that (through
 alpha test) as a condition for drawing the fragment.
 
-[ XXX: OpenGL 1.3 or GL\_EXT\_texture\_env\_add required ]
+% [ XXX: OpenGL 1.3 or GL\_EXT\_texture\_env\_add required ]
 
 We stress that this implementation is not necessarily any worse than
 the offset texture implementation: 
@@ -875,7 +879,7 @@
 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), 
+This approximation is not completely free of artifacts, 
 but is sometimes acceptable and is fast to draw.
 
 Non-photorealistic line width scaling can be obtained by computing
@@ -934,7 +938,7 @@
 Note that this only holds when offsetting in the normal direction.
 Also, derivative discontinuities are sometimes visible
 as spikes in the border, if the border is more 
-than a few pixels wide. FIG
+than a few pixels wide. 
 
 This trick only works if the line texture is 2D, but its other dimension can
 be 1. 




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