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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 21:08:14 -0500 |
CVSROOT: /cvsroot/gzz
Module name: gzz
Changes by: Tuomas J. Lukka <address@hidden> 02/12/01 21:08:14
Modified files:
Documentation/Manuscripts/Irregu: irregu.tex
Log message:
Vegai's comments
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/gzz/Documentation/Manuscripts/Irregu/irregu.tex.diff?tr1=1.132&tr2=1.133&r1=text&r2=text
Patches:
Index: gzz/Documentation/Manuscripts/Irregu/irregu.tex
diff -u gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.132
gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.133
--- gzz/Documentation/Manuscripts/Irregu/irregu.tex:1.132 Sun Dec 1
20:12:01 2002
+++ gzz/Documentation/Manuscripts/Irregu/irregu.tex Sun Dec 1 21:08:14 2002
@@ -171,7 +171,7 @@
a separate underlying canvas.
-Non-rectangular window shapes technically possible\cite{XSHAPEEXT}
+Non-rectangular window shapes {\em are} technically possible\cite{XSHAPEEXT}
but not
used except for some special effects such as a
round clock,
@@ -219,11 +219,11 @@
The recent work on non-photorealistic rendering has been concentrated
more on rendering polygonal 3D models in ways which resemble
-paitings or drawings of real-world objects by human artists.
+paintings or drawings of real-world objects by human artists.
However, we must point out that
windowing systems are also
usually non-photorealistic. Of course, this is not originally
-an UI design but a {\em technical} decision: lines were easier
+a UI design but a {\em technical} decision: lines were easier
to draw than shaded surfaces.
% However, in retrospect this seems like a
@@ -294,7 +294,7 @@
a)\includegraphics[width=5cm]{paradigm2.ps}\\
b)\includegraphics[width=5.5cm]{paradigm.ps}
\caption{\label{figparadigm}
-The different metaphors: a) conventional viewports
+The metaphors: a) conventional viewports
and b) torn viewports.
}
\end{figure}
@@ -320,7 +320,7 @@
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,
the user would have to perceive only the torn piece, as in
Fig.~\ref{figparadigm}.
-However, whether this can is achieved remains the subject of further study.
+Whether this can is achieved remains the subject of further study.
Additionally, the motion of the uneven edge can be used to give the
user a cue about the motion of the viewport, and
@@ -350,11 +350,11 @@
% Focus+context
-Now, from a purely physical viewpoint the tearout is not really
+Now, from a purely physical perspective the tearout is not really
a good metaphor\cite{kuhn91formalization}:
a real torn piece of paper cannot change the place from where it is torn, with
the edges rippling etc.
However, the idea of break lines in technical drawings is well
-established and therefore this idea should be comprehensible.
+established and therefore the motion should be comprehensible.
% However, similar jagged edges have been used in technical drawings for quite
some
% time to indicate that the depicted object extends beyond the part drawn in
the diagram.
@@ -388,7 +388,7 @@
\end{figure}
As to the graphical appearance of the torn viewports,
-there are two main reasons to go for nonphotorealistic rendering:
+there are two main reasons to go for non-photorealistic rendering:
firstly, to imply to the user that the viewport does not behave
exactly like a real paper; to make the overall view clearer.
Drawing only the silhouette edge\cite{saito90comprehensible} of the
@@ -1060,7 +1060,8 @@
\section{Acknowledgments}
-The authors would like to thank \censor{XXX Canny!!, Benja Fallenstein and
+The authors would like to thank \censor{XXX Canny!!, Benja Fallenstein and
vegai
+and
Antti-Juhani Kaijanaho} for discussions.
% References contain hard-to-typeset parts -- help TeX out a bit