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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: |
Sun, 01 Dec 2002 20:12:01 -0500 |
CVSROOT: /cvsroot/gzz
Module name: gzz
Changes by: Tuomas J. Lukka <address@hidden> 02/12/01 20:12:01
Modified files:
Documentation/Manuscripts/Irregu: irregu.tex
Log message:
text
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Irregu/irregu.tex.diff?tr1=1.131&tr2=1.132&r1=text&r2=text
Patches:
Index: gzz/Documentation/Manuscripts/Irregu/irregu.tex
diff -u gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.131
gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.132
--- gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.131 Sun Dec 1
19:47:27 2002
+++ gzz/Documentation/Manuscripts/Irregu/irregu.tex Sun Dec 1 20:12:01 2002
@@ -30,20 +30,24 @@
}}
\abstract{
-We propose non-photorealistic tearing as an
+We apply break lines from technical drawing
+as an
alternative to the ubiquitous rectangular frames
-in user interfaces. When showing a piece of a
-larger paper, the torn edges naturally indicate
+in user interfaces.
+When showing a piece of a
+larger canvas, the non-photorealistically torn edges naturally indicate
where the content extends. We show how the shape
of the jagged edge can be tied to its location on
the paper; this creates a natural rippling motion
when the edge moves in relation to the paper.
-As a bonus, visually un-ambiguous
-
-
-Visualizing relations in Focus+Contex views.
-
-Sense of scale
+The jagged edge is also visually less ambiguous than
+the straight horizontal and vertical lines and
+can be used to provide a
+sense of scale to the user.
+
+We show how suitably rippling break lines can be implemented
+on the NV10 and NV25 architectures, and show screenshots
+of example user interfaces.
}
@@ -182,7 +186,6 @@
since they always show the whole irregular object,
not only part of it.
-\cite{bjork02windowframes}
% ---
%
@@ -311,8 +314,8 @@
ends and where there is simply a line inside a viewport; see
e.g.~Fig.\ref{figbreakout}.
-XXX Fourier viewpoint
-frequencies: only low/high in frames
+% XXX Fourier viewpoint
+% frequencies: only low/high in frames
One thing that we hope to achieve is that instead of having to perceive
two objects, the ``hole'' of the viewport and the the canvas behind,
@@ -321,7 +324,8 @@
Additionally, the motion of the uneven edge can be used to give the
user a cue about the motion of the viewport, and
-the style and size of the ripples can give a cue about the scale of the view.
+the style and size of the ripples can give a cue about the scale of the view
+(window frames have also been used for visualization
previously\cite{bjork02windowframes}).
% The important difference is that
@@ -377,7 +381,9 @@
\centering
\includegraphics{motion.ps}\\
\caption{\label{figmotion}
-XXX: motion
+A diagrammatic representation of the motion of a torn viewport.
+The edges parallel to the direction of motion remain still while the
+moving edges change their shape.
}
\end{figure}
@@ -581,8 +587,6 @@
\label{secshape}
-XXX figs for all these shapes!
-
When the tear-out reaches the edge of canvas, the smooth
canvas border should be drawn instead of the parts of the tear-out
shape extending outside the canvas.
@@ -610,7 +614,7 @@
the value of such a texture and a noise texture and using that (through
alpha test) as a condition for drawing the fragment.
-[ XXX: OpenGL 1.3 or GL\_EXT\_texture\_env\_add required ]
+% [ XXX: OpenGL 1.3 or GL\_EXT\_texture\_env\_add required ]
We stress that this implementation is not necessarily any worse than
the offset texture implementation:
@@ -875,7 +879,7 @@
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),
+This approximation is not completely free of artifacts,
but is sometimes acceptable and is fast to draw.
Non-photorealistic line width scaling can be obtained by computing
@@ -934,7 +938,7 @@
Note that this only holds when offsetting in the normal direction.
Also, derivative discontinuities are sometimes visible
as spikes in the border, if the border is more
-than a few pixels wide. FIG
+than a few pixels wide.
This trick only works if the line texture is 2D, but its other dimension can
be 1.
- [Gzz-commits] gzz/Documentation/Manuscripts/Irregu irregu.tex,
Tuomas J. Lukka <=