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[Gzz-commits] manuscripts/AGPU irregu.txt


From: Tuomas J. Lukka
Subject: [Gzz-commits] manuscripts/AGPU irregu.txt
Date: Mon, 14 Apr 2003 16:15:43 -0400

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Tuomas J. Lukka <address@hidden>        03/04/14 16:15:43

Modified files:
        AGPU           : irregu.txt 

Log message:
        My version

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/irregu.txt.diff?tr1=1.16&tr2=1.17&r1=text&r2=text

Patches:
Index: manuscripts/AGPU/irregu.txt
diff -u manuscripts/AGPU/irregu.txt:1.16 manuscripts/AGPU/irregu.txt:1.17
--- manuscripts/AGPU/irregu.txt:1.16    Mon Apr 14 16:10:57 2003
+++ manuscripts/AGPU/irregu.txt Mon Apr 14 16:15:43 2003
@@ -1,5 +1,5 @@
 Rendering and animating torn 2 1/2 D viewports efficiently
-==================================================
+==========================================================
 
 In our as-yet-unpublished manuscript "Tearing instead of rectangular
 clipping/framing viewports in user interfaces" (preprint available on
@@ -98,16 +98,19 @@
 be separate "islands" in the shape.
 
 Fig.5. Stages in the actual rendering
-a) A sprinkled shape obtained by 2D offsetting the shape in b)
 
-c) A sprinkled shape obtained by 1D offsetting; 
-the 1D offsetting can be implemented by thresholding 
-noise texture + undistorted shape texture as shown in d) 
-e) the undistorted shape texture
-f) the noise texture 
-
-g) An attached shape obtained by 1D displacement in the normal direction;
-the displacment can be implemented similarly to 1D offsetting:
-h) texture access results + color 
-i) color
-j) texture access results
+a) A sprinkled shape obtained by 2D offsetting the shape in b) using
+texture shading.
+
+c) The sprinkled style on unextended OpenGL 1.3:
+the shape in c) results from adding the overall shape
+of the viewport in e) and the noise in f),
+obtaining the pixel values shown in d) and thresholding.
+
+g) The connected style is obtained in the same 
+way, adding the overall shape in i) 
+and the noise in j), but here the texture coordinates
+of the noise are set so that the same value is obtained
+on a line perpendicular to the edge.
+Adding i) and j) gives h), which is then thresholded
+to give g).




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