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


From: Janne V. Kujala
Subject: [Gzz-commits] gzz/Documentation/Manuscripts/Paper paper.tex
Date: Fri, 22 Nov 2002 07:35:55 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Janne V. Kujala <address@hidden>        02/11/22 07:35:55

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

Log message:
        Use the term "unique backgrounds"

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Paper/paper.tex.diff?tr1=1.58&tr2=1.59&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Paper/paper.tex
diff -u gzz/Documentation/Manuscripts/Paper/paper.tex:1.58 
gzz/Documentation/Manuscripts/Paper/paper.tex:1.59
--- gzz/Documentation/Manuscripts/Paper/paper.tex:1.58  Fri Nov 22 07:33:38 2002
+++ gzz/Documentation/Manuscripts/Paper/paper.tex       Fri Nov 22 07:35:55 2002
@@ -8,8 +8,10 @@
 \def\censor#1{{\sffamily\tiny ${}^{\left<\hbox{censored}\,\right>}$}}
 
 \begin{document}
-\title{Representing Identity in Focus+Context Views through 
-Hardware-Accelerated Unique Backgrounds}
+\title{Representing Identity 
+%in Focus+Context Views 
+%Hardware-Accelerated 
+by Unique Backgrounds}
 
 \def\aw{8cm}
 \author{
@@ -39,27 +41,28 @@
 for assisting user orientation
 in navigating hyperstructures using Focus+Context views.
 %
-We can rapidly generate a texture for any document the user visits, 
-and the user will be able to learn the textures of the 
-most often visited
-documents, as per Zipf's law.
+%We can rapidly generate a texture for any document the user visits, 
+%and the user will be able to learn the textures of the 
+%most often visited
+%documents, as per Zipf's law.
 %
-In Focus+Context views, the textures can act as visual cues in the context
-(information foraging).
+%In Focus+Context views, the textures can act as visual cues in the context
+%(information foraging).
 
-We motivate general rules about designing such textures through
-a rough, qualitative model of visual perception: to be recognizable,
+We motivate general rules about designing reconizable backgrounds through
+a rough, qualitative model of visual perception: to be reconizable,
 the texture should produce a random feature vector on the cortex
 {\bf after} visual feature extraction. 
 
 We have designed a hardware-accelerated implementation on the NV10 and NV20
-of unique textures.
+of unique backgrounds.
 The implementation works by combining a small set of basis textures
 and perceptually chosen colors
 on the GPU.
+% XXX: perceptually?
 
 We show an example user interface for browsing linked PDF documents
-in a focus+context view using unique textures.
+in a focus+context view using unique backgrounds.
 
 % READABILITY
 
@@ -106,7 +109,7 @@
 \end{enumerate}
 
 In this article, we focus on the latter application, and on
-giving the user navigational cues in the form of textures which
+giving the user navigational cues in the form of backgrounds which
 give all nodes their own, unique appearance.
 
 % XXX f+c refs, write
@@ -204,7 +207,7 @@
 %     other textures as a starting point (see e.g. \cite{heeger95pyramid})
 
 
-\section{Unique Textures}
+\section{Unique Backgrounds}
 
 Features orthogonal to human perception (e.g.~color, direction of fastest 
luminance change)
 should be independently random, and features not orthogonal (... and ...)...
@@ -218,15 +221,17 @@
 
 It is easier to navigate if different textures are used 
 as the backgrounds of different documents.
-Unique textures provide instant cues on the
+Unique backgrounds provide instant cues on the
 identity of the focused and connected documents and
 a more prominent target for tracking movement between views.
 
+% XXX:
+Additionally, black text should have good contrast with the background.
+
 The identity is used as a seed for randomly choosing
-an easily distinguishable unique texture from a
+an easily distinguishable unique background from a
 distribution based on a qualitative model of visual perception.
-Additionally, black text should have good contrast with the background.
-%providing an infinite source of unique textures.
+%providing an infinite source of unique backgrounds.
 %generating textures based on seed numbers [identity]
 The basic assumption of the model is that an image
 is perceived as a set of features.
@@ -251,10 +256,10 @@
 such as local and global shapes and colors, form a \emph{feature vector},
 which facilitates recognition and memorization of images.
 
-For the textures to be distinguishable, they should produce
+For the backgrounds to be distinguishable, they should produce
 distinct, random feature vectors in brain. 
 In a sense, the perception model should invert the
-visual processing to produce a unique texture from 
+visual processing to produce a unique background from 
 a random vector seeded by the identity (see Fig.~\ref{fig-perceptual}).
 %We call this the principle of saving bits.
 
@@ -284,7 +289,7 @@
 bits would be wasted.
 
 To understand why it is possible to learn to discriminate particular
-textures easily, consider the task of learning {\em one} texture.
+backgrounds easily, consider the task of learning {\em one} background texture.
 This is a two-class problem.
 Extensive literature...
 Here,
@@ -310,7 +315,7 @@
 \fbox{\vbox{\vskip 5in}}
 \caption{
 \label{fig-examples}
-A number of unique textures generated by our system.
+A number of unique backgrounds generated by our system.
 This view can be rendered, without pre-rendering the textures,
 in XXX ms on a GeForce4 ...
 }
@@ -318,7 +323,7 @@
 
 \section{Hardware-accelerated implementation}
 
-It is important that the texture can be zoomed to different resolutions.
+It is important that the background can be zoomed to different resolutions.
 However, we are currently
 not trying to attain infinite zoomability\cite{furnas00infinity},
 only the range of zooming that would be reasonable for a single PDF document.
@@ -400,7 +405,7 @@
 %% Doesn't really need to be said here; it's what people
 %% will naturally assume.
 
-To have compatible colors, we choose the hues from a distribution
+To produce compatible colors, we choose the hues from a distribution
 % To have: huonoa englantia
 concentrated on one random hue with a random variance and
 saturations chosen from an ad hoc distribution.
@@ -480,16 +485,16 @@
 
 \subsection{Texture coordinates}
 
-Texture coordinates define the mapping of the basis textures to the paper.
+Texture coordinates define the mapping of the basis textures to the background.
 Each basis texture is repeating, but by choosing the texture coordinates
-appropriately we can make the final paper repeating or not.
+appropriately we can make the final background repeating or not.
 If the paper will be used only at relatively few magnifications, it is
 useful to use a repeating paper because of saving bits.
 On the other hand, for user interfaces where zooming at widely different 
 scales is desirable, a non-repeating paper can be better. 
 
-In order to create more interesting textures, it can also be useful
-to use repeating units for non-repeating papers --- but use more than one,
+In order to create more interesting backgrounds, it can also be useful
+to use repeating units for non-repeating backgrounds --- but use more than one,
 which are not rationally related.
 
 The choice of the repeating unit fixes an absolute scale to the paper.
@@ -498,7 +503,7 @@
 
 After a repeating unit is fixed, there is still 
 freedom in choosing
-textures coordinates for each texture
+texture coordinates for each texture
 unit: any mapping of the texture is fine, as long as it repeats
 with the selected repeating unit.
 
@@ -506,15 +511,14 @@
 
 Register combiners are used for fusing together the values read
 from the basis textures and computing the fragment output color
-using the palette chosen for the texture.
+using the palette chosen for the background.
 
 NVIDIA register combiners subsume the standard OpenGL 
 texture environment, color sum, and fog application with a
 more general programmable model.
 % Is this sentence directly copied from somewhere?
 The possible computations are designed for the 
-needs of ordinary operations such as bump map lighting and color blending.
-% ordinary --> common
+needs of common operations such as bump map lighting and color blending.
 The primitive operations are dot product ($A \cdot B$), componentwise 
 multiplication ($AB$), and ``blending'' ($AB + CD$). 
 There is also a small set of simple input and output mappings 
@@ -539,7 +543,7 @@
 This produces nice band-like shapes.
 
 Finally, the computed real values are used for interpolating between
-the colors chosed for the texture. Typically, because of the scaling
+the colors chosen for the backround. Typically, because of the scaling
 and clamping, the interpolation values have modes at $0$ and $1$ 
 and a transition band between the modes.
 
@@ -561,12 +565,12 @@
 \subsection{Multi-pass}
 
 A simple way of increasing the visual features of the
-textures is to use multiple passes. 
+backrounds is to use multiple passes. 
 The register combiners can be used to compute an alpha
 value in the same way as the color interpolation values
-and use it for blending shapes over the texture drawn in the first pass.
+and use it for blending shapes over the background drawn in the first pass.
 This allows using features of different register combiner codes
-in one texture. 
+in one background. 
 
 All the passes are assigned the same set of colors and 
 the same base repeating unit to make them blend into a
@@ -591,20 +595,20 @@
 \label{fig-identity-via-textures}
 a) different documents with similar appearance and a focus+context view 
 showing relations,
-b) the same documents and the same view with identity visualized with unique 
textures
+b) the same documents and the same view with identity visualized with unique 
backgrounds
 }
 \end{figure*}
 
 \section{Software availability}
 
-An implementation of the unique textures is available at 
+An implementation of the unique backgrounds is available at 
 \censor{\url{http://gzz.info} as part of 
 the Gzz-prototype%
 }, under the GPL license.
 
 \section{Conclusions}
 
-We have introduced procedurally generated unique textures
+We have introduced procedurally generated unique backgrounds
 as a way of visualizing the identity of data.
 While the method is general and
 applicable whenever data has identity,
@@ -613,7 +617,7 @@
 it can enhance user's orientation and sense of location.
 
 Of course it can be argued, for example, that
-the textures clutter the display
+the backgrounds clutter the display
 visually, making the user interface more confusing,
 and reduce text readability..
 However, we have found that by tuning the color selection and the gamma




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