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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: Sat, 30 Nov 2002 12:55:35 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/11/30 12:55:35

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

Log message:
        Jvk's fixes

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Irregu/irregu.tex.diff?tr1=1.113&tr2=1.114&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Irregu/irregu.tex
diff -u gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.113 
gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.114
--- gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.113       Sat Nov 30 
10:26:52 2002
+++ gzz/Documentation/Manuscripts/Irregu/irregu.tex     Sat Nov 30 12:55:34 2002
@@ -579,6 +579,8 @@
 
 \subsection{Drawing the shape}
 
+\label{secshape}
+
 XXX figs for all these shapes!
 
 The type of offsetting in Eq.(\ref{eqoffset}) is implemented 
@@ -723,10 +725,12 @@
 able to approximate the shape well in a single pass.
 
 The algorithm works by precalculating the displacement or offset
-of the outer edge of the black line, assuming that the shape algorithm
-draws the inner edge.
-The precalculated edge shapes are different for different orientations,
-but this can be approximated by storing the offsets at a discrete set
+of the outer edge of the black line, assuming that the inner
+edge is defined as the edge of the area drawn by the
+algorithms of Section~\ref{secshape}.
+The precalculated edge shapes are different 
+for different angles,
+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), 
@@ -734,11 +738,11 @@
 
 Non-photorealistic line width scaling can be obtained by computing
 each mip-map\cite{williams83pyramidal}
-level of the outer surface textures separately 
+level of the outer edge textures separately 
 with the desired line width for that scale.
 This method of computing mip-maps is similar to the art maps used in 
 \cite{klein00nonphotorealistic}.
-Because the textures store displacement values, 
+Because the textures store offset/displacement values, 
 the mip-map levels interpolate seamlessly.
 However, zooming above the highest level of detail in the mip-map
 will fall back to the linear scaling.
@@ -762,7 +766,7 @@
 
 The advantage of image-space algorithms is that their performance
 does not depend on the complexity of a scene; however, it appears
-that NV30/R300 generation of graphics chips is flexible enough
+that only the NV30/R300 generation of graphics chips is flexible enough
 to support image-based operations well, due to the number of texture
 accesses and floating point operations needed. Also, it is more
 difficult (although possible)




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