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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: Fri, 29 Nov 2002 04:57:03 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/11/29 04:57:03

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

Log message:
        More pseudofinal

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Paper/paper.tex.diff?tr1=1.92&tr2=1.93&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Paper/paper.tex
diff -u gzz/Documentation/Manuscripts/Paper/paper.tex:1.92 
gzz/Documentation/Manuscripts/Paper/paper.tex:1.93
--- gzz/Documentation/Manuscripts/Paper/paper.tex:1.92  Fri Nov 29 04:49:26 2002
+++ gzz/Documentation/Manuscripts/Paper/paper.tex       Fri Nov 29 04:57:02 2002
@@ -496,13 +496,15 @@
 Color is the most dominant visual attribute of a texture. 
 Therefore, it is essential that the overall colors of the
 backgrounds are maximally diverse with respect to color perception.
-
 However, we come again to the entropy arguments 
 in Section~\ref{secfeaturevec}:
 too many different colors in one background are perceived just 
 as a mix of many colors, making all such backgrounds look the same.
 The backgrounds of random texels discussed earlier are an
 extreme example of this.
+To maintain color balance,
+we use a small palette of colors for each background,
+chosen by heuristic perceptual methods.
 
 %In addition to choosing perceptually diverse colors, 
 %there is the the question of how many colors to use.
@@ -510,10 +512,6 @@
 % Using multiple different colors in a background allows 
 % a multitude of different combinations 
 
-To maintain color balance,
-we use a small palette 
-of carefully chosen colors for each background,
-
 % independent of the basis textures producing 
 % the shapes of the background. 
 % Register combiners are used to combine the shape with the colors 
@@ -538,18 +536,17 @@
 %  2) not really uniform; it's MORE uniform than RGB but not
 %     absolutely uniform
 
-To address readability, we only use colors with the CIE $L^*$
+For readability, we only use colors with the CIE $L^*$
 lightness value over 80 (percent of maximum).
-% Mention screen gamma earlier, maybe here.
-For correct computation of the lightness, 
+Note that for correct computation of the lightness, 
 it is essential that the display gamma is properly adjusted
 for linear RGB reproduction.
-% Onko lineaarinen *varmasti* oikea LAB-muunnokselle?
 
-Because the shapes should also be distinguishable, 
-we use one half dark colors and one half light colors in the 
-range to have some contrast for the shapes.
-This avoids the unpleasant, blurry appearance of backgrounds with only 
+For each background,
+we use colors from {\em both} the dark and light end of the 
+80-100 range in order to create some contrast.
+This makes the shapes in the texture distinguishable, 
+and avoids the unpleasant, blurry appearance of backgrounds with only 
 chroma changes in colors. 
 %Having contrast makes shapes distinguishable
 
@@ -560,8 +557,8 @@
 %% Doesn't really need to be said here; it's what people
 %% will naturally assume.
 
-To produce compatible colors, we choose the hue angles from a distribution
-% To have: huonoa englantia
+To produce compatible colors, we choose 
+the hue angles from a distribution
 concentrated on one random hue with a random variance and
 saturations from an ad hoc distribution.
 This produces related colors with high probability, but still
@@ -793,7 +790,7 @@
 \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 
backgrounds
+b) the same documents and the same view with identity visualized with unique 
backgrounds. If viewing this document on a screen, make sure the your gamma is 
properly set; the text {\bf is} readable if the gamma is correct but the 
textures are too dark if not.
 }
 \end{figure*}
 




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