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[Gzz-commits] manuscripts/AGPU paper.txt


From: Tuomas J. Lukka
Subject: [Gzz-commits] manuscripts/AGPU paper.txt
Date: Tue, 08 Apr 2003 07:05:25 -0400

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Tuomas J. Lukka <address@hidden>        03/04/08 07:05:25

Modified files:
        AGPU           : paper.txt 

Log message:
        more

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/paper.txt.diff?tr1=1.6&tr2=1.7&r1=text&r2=text

Patches:
Index: manuscripts/AGPU/paper.txt
diff -u manuscripts/AGPU/paper.txt:1.6 manuscripts/AGPU/paper.txt:1.7
--- manuscripts/AGPU/paper.txt:1.6      Tue Apr  8 06:39:27 2003
+++ manuscripts/AGPU/paper.txt  Tue Apr  8 07:05:25 2003
@@ -16,51 +16,44 @@
 An initial experiment has shown that the generated textures are indeed
 recognizable.
 
-The perceptually designed
-algorithm runs, after the random seeding and setup stages,
-entirely on the fragment pipeline of the GPU, in order
-to allow
-complicated
-mappings 
-such as fisheye
-distortion
-between paper and screen coordinates.  
-
-To make this simple, all processing when rendering the
-background texture must be done on the fragment level after the
-texture accesses, i.e., we cannot use procedural geometry.
+The perceptually designed algorithm runs, after the random seeding and
+setup stages, entirely on the fragment pipeline of the GPU, in order to
+allow complicated mappings such as fisheye distortion between paper and
+screen coordinates.
 
 Plain OpenGL 1.3 does not by itself provide enough flexibility in the
 fragment pipeline to allow for generating features nonlinearly from
 the basis textures.  Because of this, and the availability of stable
 Linux drivers, our main platforms are NV10, i.e., OpenGL 1.3 +
 GL_NV_register_combiners, and NV25, i.e., NV10 +
-GL_NV_texture_shader3.  We are working on an implementation based on
-GL_ARB_fragment_program once suitable hardware and Linux drivers
-emerge.
-
-We use a small palette of colors for each unique background texture,
-selected randomly from a heuristic distribution.  The shapes of the
-final background texture are generated entirely from a small set of
-static *basis textures* bound to texture units with randomly chosen
+GL_NV_texture_shader3.  We will be  working on an implementation based on
+GL_ARB_fragment_program and GL_NV_fragment_program once we obtain
+NV3X-based cards. 
+
+For each unique background texture, a small palette of colors is selected
+randomly from a heuristic distribution.  The shapes of the final
+background texture are generated entirely from a small set of static
+*basis textures* bound to texture units with randomly chosen affine
 texture coordinate mappings. Even though the basis textures are RGB
 textures, they contain no color information: they are simply treated
 as 3- or 4-vectors and combined using the NVIDIA register combiners
-extension with the palette colors to produce the final fragment
-colors.
-
-Our need for the combiners is rather unconventional: we want to lose
-most of the original shapes of the basis textures in order to create
-new, different shapes from the interaction of the basis texture values
-and combiner parameters chosen randomly from the seed number.  For
-this, we use dot products of texture values with each other and with
-random constant vectors, and scale up with the register combiner
-output mappings to sharpen the result (see Fig.~\ref{fig-regcomb}).
-The resulting values are used for interpolating between the palette
-colors. 
+extension with the palette colors to produce the final fragment colors.
+The use of the combiners is rather unconventional: we want to lose most
+of the original shapes of the basis textures in order to create new,
+different shapes from the interaction of the basis texture values and
+combiner parameters chosen randomly from the seed number.  For this,
+we use dot products of texture values with each other and with random
+constant vectors, and scale up with the register combiner output mappings
+to sharpen the result (see Fig.~\ref{fig-regcomb}).  The resulting values
+are used for interpolating between the palette colors.
 
+For NV25, we use offset textures to allow the creation of new 
+shapes by texture shading.
 
+We realize that this is a rather off-the-wall GPU use but thought
+you might be interested.
 
+--- Figures
 
 figxupdfdiag: The motivating example for unique backgrounds: the
 BuoyOING focus+context interface for browsing bidirectionally




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