[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex
From: |
Tuomas J. Lukka |
Subject: |
[Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex |
Date: |
Wed, 27 Nov 2002 05:57:42 -0500 |
CVSROOT: /cvsroot/gzz
Module name: gzz
Changes by: Tuomas J. Lukka <address@hidden> 02/11/27 05:57:42
Modified files:
Documentation/Manuscripts/Irregu: irregu.tex
Log message:
More
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Irregu/irregu.tex.diff?tr1=1.66&tr2=1.67&r1=text&r2=text
Patches:
Index: gzz/Documentation/Manuscripts/Irregu/irregu.tex
diff -u gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.66
gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.67
--- gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.66 Fri Nov 22
07:33:38 2002
+++ gzz/Documentation/Manuscripts/Irregu/irregu.tex Wed Nov 27 05:57:42 2002
@@ -53,12 +53,56 @@
\section{Introduction}
+\begin{figure}
+\centering
+\fbox{\vbox{\vskip 3in}}
+\caption{
+\label{fig-breakout}
+a) Break out lines, b) a break out section.
+Freehand lines have been long used in engineering drawings
+to indicate that an object extends beyond the shown part.
+}
+\end{figure}
+
+In this article, we apply {\em break lines} or {\em break out section}s
+from technical drawing to viewports.
+Break lines or break out sections (see Fig.~\ref{fig-breakout})
+are freehand lines drawn to indicate
+that an object extends beyond the part drawn in the diagram.
+These lines ``work'' because the implication to the reader
+is that it is {\em not} possible that the wavy line is actually
+the shape of the machine part, it has to be an artifact of the drawing.
+
+Instead of framing a part viewport to the canvas,
+we tear a part of the canvas non-photorealistically, using break lines to
indicate
+the edges of the tear.
+In the following sections, we first describe related work, then the reasons
and design issues and
+which features are desirable. Next, we describe a mathematical solution to the
+geometric problem and discuss a hardware-accelerated implementation.
+Finally, we discuss some example applications.
+
+
+\section{Related work}
+
+\subsection{Viewports}
+
As discussed in \cite{kramer94translucentwindows},
viewports, i.e.~regions of the screen (usually framed), showing part
of a larger 2D plane (called {\em canvas} from here on),
have been used in user interfaces since Sutherland's
Sketchpad system\cite{XXX}.
+This region is usually forced to be rectangular and parallel to the bounding
rectangle of the canvas.
+(we shall not be concerned with occlusion by other graphical objects: we shall
only
+concentrate on the basic characteristics of the viewport).
+
+Viewports are used because the computer screen is finite and we need to be able
+to see a part of the canvas in more detail.
+Indeed, the conventional metaphor for representing viewports {\em is} the
computer screen:
+a rectangular region of pixels surrounded by a frame.
+The frame is not affected by the motion of the contents of the viewport.
+
+
% and was brought to the current form by ...
% (refs from kramer94translucentwindows)
%Kay: Flex, Smalltalk?!
@@ -101,8 +145,18 @@
what we are trying to demonstrate the dominance of rectangular,
framed viewports.
Indeed, the only references we found in the literature where
-non-rectangular viewports are actually used are
\cite{kramer94translucentwindows} and \cite{bier93toolglass}.
-XXX go through carefully, explain here
+non-rectangular viewports are actually used are
+\cite{bier93toolglass}
+and
+\cite{kramer94translucentwindows}.
+In the toolglass system\cite{bier93toolglass},
+a round magnifying glass is used; whether it should
+be called a viewport is debatable: it shows a part of the canvas
+underneath it magnified.
+This is also true for Kramer's work on translucent
patches\cite{kramer94translucentwindows}:
+there, too, the non-rectangular windows are no viewports but rather complete
regions, without
+a separate underlying canvas.
+
---
@@ -124,7 +178,7 @@
However, in all these cases, the irregular
shape of the window matches the shape of an actual
irregular object (clock, shooting hole etc.).
-The windows are not used as viewports,
+The irregular windows are not used as viewports,
since they always show the whole irregular object,
not only part of it.
@@ -134,17 +188,30 @@
% to be an own 2D object, not an irregular window
% through which part of the object is seen.
-Windowing systems usually non-photorealistic. Clearer, etc.
-However, the understanding of non-photorealism has been developing
-only recently... more photorealism could be distracting... too much
-detail ... focusing user attention. Conveying semantic information:
-unfinishedness... (cite architectural study)
+\subsection{Non-photorealistic rendering}
+
+Non-photorealistic rendering is a relatively new subfield of
+computer graphics.
+The principal ideas are presented by Saito and
Takahashi\cite{saito90comprehensible}:
+creating images that emulate artistic drawings instead of photographs can
+clarify the images greatly.
+
+Non-photorealistic rendering is able to focus user attention on the relevant
details
+and also convey semantic mood and semantic information (e.g., ``this is not a
finished
+design''\cite{architecturalXXX}).
-However, the work on non-photorealistic rendering has been concentrated
+The recent work on non-photorealistic rendering has been concentrated
more on rendering polygonal 3D models in ways which resemble
paitings or drawings
of real-world objects by human artists.
+Windowing systems usually non-photorealistic. Of course, this is not originally
+an UI design but a {\em technical} decision; however,
+Clearer, etc.
+However, the understanding of non-photorealism has been developing
+only recently...
+
+
---
@@ -183,30 +250,6 @@
% Contribution of this article
-\begin{figure}
-\centering
-\fbox{\vbox{\vskip 3in}}
-\caption{
-\label{fig-breakout}
-a) Break out lines, b) a break out section.
-Freehand lines have been long used in engineering drawings
-to indicate that an object extends beyond the shown part.
-}
-\end{figure}
-
-In this article, we apply {\em break lines} or {\em break out section}s
-from technical drawing to viewports.
-Break lines or break out sections (see Fig.~\ref{fig-breakout})
-are freehand lines drawn to indicate
-that an object extends beyond the drawn part.
-
-Instead of framing a part viewport to the canvas,
-we tear a part of the canvas non-photorealistically.
-In the following sections, we first describe the reasons and design issues and
-which features are desirable. Next, we describe a mathematical solution to the
-geometric problem and discuss a hardware-accelerated implementation.
-Finally, we discuss some example applications.
-
\section{Tearing}
Terms: canvas, tear-out, connected/scattered, envelope, spine of the envelope,
@@ -222,25 +265,15 @@
In this section, we introduce the use of non-photorealistic rough, torn shapes
instead
of the usual rectangular, clipped and framed viewports.
-We shall define viewport as a region of screen, which shows a region
-from a rectangular virtual {\em canvas}.
-This region is usually forced to be rectangular and parallel to the bounding
rectangle of the canvas.
-(we shall not be concerned with occlusion by other graphical objects: we shall
only
-concentrate on the basic characteristics of the viewport).
-
-Viewports are used because the computer screen is finite and we need to be able
-to see a part of the canvas in more detail.
-Indeed, the conventional metaphor for representing viewports {\em is} the
computer screen:
-a rectangular region of pixels surrounded by a frame.
-The frame is not affected by the motion of the contents of the viewport.
-
-Tearing, as we propose it, is a different metaphor for viewports.
+Tearing, as we propose it, is a new metaphor for viewports.
Instead of showing a virtual computer screen showing a part of the canvas,
we show a piece torn off the canvas.
-In the following subsections, we first discuss why tearing is desirable (and
different
-from the usual viewports), then the details of the design and finally the
algorithmic side. The next section concentrates
-on implementing these algorithms at an interactive frame rate.
+In the following subsections, we first discuss why tearing is desirable and how
+it differs from the usual viewports,
+then the details of the design and finally an algorithm with the required
properties.
+% The next section concentrates
+% on implementing these algorithms at an interactive frame rate.
\subsection{Rationale ``Why?''}
@@ -323,6 +356,8 @@
\subsection{Algorithm ``How?''}
+XXX IDEAL: Displacement of edge curve by 2D offset "texture"!?
+
In this subsection, we formulate the design criteria of the preceding section
mathematically
and discuss
a simple algorithm for a shape with the desired properties.
@@ -623,7 +658,7 @@
Increasing the border width scaling exponent from 0 makes the
border width less consistent with sloped offset.
-\subsection{Future work: NV30}
+\subsection{Future work: NV30 and R300}
XXX
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, (continued)
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Janne V. Kujala, 2002/11/19
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Janne V. Kujala, 2002/11/19
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Janne V. Kujala, 2002/11/19
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Janne V. Kujala, 2002/11/19
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Tuomas J. Lukka, 2002/11/20
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Tuomas J. Lukka, 2002/11/20
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Tuomas J. Lukka, 2002/11/20
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Tuomas J. Lukka, 2002/11/20
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Tuomas J. Lukka, 2002/11/20
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Benja Fallenstein, 2002/11/22
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex,
Tuomas J. Lukka <=
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Tuomas J. Lukka, 2002/11/27
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Tuomas J. Lukka, 2002/11/27
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Tuomas J. Lukka, 2002/11/27
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Janne V. Kujala, 2002/11/27
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Janne V. Kujala, 2002/11/28
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Janne V. Kujala, 2002/11/28
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Janne V. Kujala, 2002/11/28
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Janne V. Kujala, 2002/11/28
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Janne V. Kujala, 2002/11/28
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex, Janne V. Kujala, 2002/11/28