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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, 22 Nov 2002 03:44:36 -0500

CVSROOT:        /cvsroot/gzz
Module name:    gzz
Changes by:     Tuomas J. Lukka <address@hidden>        02/11/22 03:44:36

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

Log message:
        comments

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Paper/paper.tex.diff?tr1=1.49&tr2=1.50&r1=text&r2=text

Patches:
Index: gzz/Documentation/Manuscripts/Paper/paper.tex
diff -u gzz/Documentation/Manuscripts/Paper/paper.tex:1.49 
gzz/Documentation/Manuscripts/Paper/paper.tex:1.50
--- gzz/Documentation/Manuscripts/Paper/paper.tex:1.49  Wed Nov 20 10:14:13 2002
+++ gzz/Documentation/Manuscripts/Paper/paper.tex       Fri Nov 22 03:44:36 2002
@@ -29,6 +29,8 @@
 
 \maketitle
 
+% XXX Mention that these are something like marbled paper
+
 \begin{abstract}
 We introduce unique textures: procedurally generated textures based on  
 node identity,
@@ -312,14 +314,15 @@
 
 \subsection{Colors}
 
-Color is the most dominant visual attribute of a texture. 
+Color is the most dominant visual attribute of a paper. 
 Therefore, it is essential that the perception of the coloring 
-of the textures is as uniform as possible.
+of the textures is as uniform as possible. % XXX ***WHAT*** does this mean?
 
 Using multiple different colors in a texture allows 
 a multitude of different combinations 
 but too many different colors in one texture are perceived just 
 as a mix of many colors, making all such textures look the same.
+% XXX Connect with "random pixels" example
 
 Therefore, we use a small palette of carefully chosen colors for each texture,
 independent of the basis textures producing the shape of the final texture. 
@@ -328,8 +331,10 @@
 
 The most important constraint for the colors is readability:
 black text must have good contrast with the texture.
+% XXX This is our CHOICE for a goal, not an absolute one.
 Additionally, the colors should be perceptually uniformly distributed
 and ``balanced'' to avoid overloading of color perception.
+% "Overloading"? 
 
 Usually color perception is divided to lightness, hue, 
 and saturation (the chromatic purity), which are nonlinearly
@@ -338,31 +343,45 @@
 \cite{cie86colorimetry}, 
 designed to represent the perceived components of color 
 on a uniform scale.
+% Uniform? 
+%  1) define term
+%  2) not really uniform; it's MORE uniform than RGB but not
+%     absolutely uniform
 
 To address readability, we only use colors with the CIE $L^*$
 lightness value over 80 (percent of maximum).
+% Mention screen gamma earlier, maybe here.
 However, because the texture shapes should also be visible, 
 we use one half dark colors and one half light colors in the 
 range to have some contrast for the shapes.
+% Mention unpleasant visual effect from textures with only 
+% chroma changes. Having contrast makes shapes distinguishable
 Even though the register combiners interpolate linearly between 
 the colors in the palette, the lightness of an intermediate
 color is still between the two colors, because perceived
 lightness is a monotonous function of luminance.
+% Doesn't really need to be said here; it's what people
+% will naturally assume.
 For correct computation of the color lightness, 
 it is essential that the display gamma is adjusted properly
 for linear RGB reproduction.
+% Onko lineaarinen *varmasti* oikea LAB-muunnokselle?
 
 To have balanced colors, we choose the hues from a distribution
+% To have: huonoa englantia
 concentrated on one random hue with a random variance and
 saturations chosen from an ad hoc distribution.
 This produces related colors with high probability, but still
 allows flashy palettes to occur occasionally.
+% flashy? flashy = hienosteleva...
+% motley parempi?
 
 Because the $a^*b^*$ plane of the CIE $L^*a^*b^*$ color space seems to 
 have too large angle of blue for light colors, 
 we actually choose the hues by 
 interpolating uniformly between seven primary colors,
 with orange added between the usual six colored corners of the RGB cube.
+% reasoning?
 
 Opposite color schemes could also be used for more variation, 
 but because the combiners can produce any color in the convex hull 
@@ -460,8 +479,10 @@
 NVIDIA register combiners subsume the standard OpenGL 
 texture environment, color sum, and fog application with a
 more general programmable model.
+% Is this sentence directly copied from somewhere?
 The possible computations are designed for the 
 needs of ordinary operations such as bump map lighting and color blending.
+% ordinary --> common
 The primitive operations are dot product ($A \cdot B$), componentwise 
 multiplication ($AB$), and ``blending'' ($AB + CD$). 
 There is also a small set of simple input and output mappings 
@@ -472,6 +493,7 @@
 for the shapes of the basis textures to not become visible.
 Additionally, we want to create new, different shapes by varying
 the parameters of the combiner code based on the seed number.
+% Not quite true: also, interaction between textures.
 
 We use dot products between texture values and random constant vectors
 to extract information from the textures.
@@ -552,6 +574,11 @@
 
 We have 
 
+usable whenever data has identity
+
+at its best when the same data node can be reached through
+several ways, and fragments of nodes are seen.
+
 Not useful for standard UI, because only one route of getting
 to PDF file
 
@@ -568,11 +595,13 @@
     visual clutter, 
 
 It can be argued, for example, that
-if the textures are too imposing and clutter the display
-visually, they could potentially make the user interface more confusing
+the textures clutter the display
+visually, making the user interface more confusing,
 and reduce text readability..
 However, we have found that by tuning the color selection and the gamma
-correction of the display, both of these can be prevented.
+correction of the display, all these potential problems can be avoided.
+It is important that the colors chosen are light and that the palettes
+have a relatively small range of colors.
 Also, text readability on the generated backgrounds depends 
 strongly on the text scale; making it easy for the user to zoom
 fluidly in and out helps.




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