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[Gzz-commits] manuscripts/Paper paper.tex
From: |
Tuomas J. Lukka |
Subject: |
[Gzz-commits] manuscripts/Paper paper.tex |
Date: |
Mon, 31 Mar 2003 03:36:08 -0500 |
CVSROOT: /cvsroot/gzz
Module name: manuscripts
Changes by: Tuomas J. Lukka <address@hidden> 03/03/31 03:36:08
Modified files:
Paper : paper.tex
Log message:
twids
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/Paper/paper.tex.diff?tr1=1.76&tr2=1.77&r1=text&r2=text
Patches:
Index: manuscripts/Paper/paper.tex
diff -u manuscripts/Paper/paper.tex:1.76 manuscripts/Paper/paper.tex:1.77
--- manuscripts/Paper/paper.tex:1.76 Mon Mar 31 02:42:20 2003
+++ manuscripts/Paper/paper.tex Mon Mar 31 03:36:08 2003
@@ -45,12 +45,8 @@
NO SEMANTIC CORRELATIONS!!!!!!!
-BLEACHING PIC + ZOOM EFFECT ON READABILITY
-
MOTIVATING EXAMPLE NOT YET USER-TESTED
-IMAGE OF INVERTING THE VISUAL SYSTEM!!!
-
IMAGE: RENDERING MODES, TEXTURE COORDINATES!
SPARSE CODING: A TEXTURE CONTAINING BOTH YELLOW TRIANGLE AND
@@ -60,7 +56,7 @@
TJL
We present a perceptually designed hardware-accelerated
-algorithm for generating unique background textures for data.
+algorithm (on NV10, NV25) for generating unique background textures for data.
To be recongizable,
the texture should produce a random feature vector in the brain
after visual feature extraction.
@@ -98,14 +94,15 @@
%In Focus+Context views, the textures can act as visual cues in the context
%(information foraging).
-We discuss our freely available hardware-accelerated implementation
-of unique backgrounds
-on the NV10 and NV25 architectures.
+%We discuss our freely available hardware-accelerated implementation
+%of unique backgrounds
+%on the NV10 and NV25 architectures.
We show the results of an initial experiment ... XXX
-Text readability is a major concern for using such backgrounds,
-and we discuss a method for enhancing readability by both providing
+%Text readability is a major concern for using such backgrounds,
+%and
+We discuss a method for enhancing text readability by both providing
fast, interactive zooming and
unnoticeably bleaching the background around text.
@@ -148,8 +145,6 @@
% XXX icons
\section{Introduction}
-TJL
-
``You are in a maze of twisty
little passages, all alike''\cite{zork}.
It is easy to become disoriented and lost in an environment
@@ -190,7 +185,8 @@
of a displayed item at a glance, without explicitly reading the title.
The user can even become aware of the identity just by seeing
any {\em fragment} of the item, instead of the title page. This property is
vital
-for our example application discussed in Section~\ref{secbuoyoing}.
+for our example application discussed in Section~\ref{secbuoyoing} and is in
fact
+one of the prime motivators for this work.
% as a navigation aid in focus+context views.
@@ -216,9 +212,10 @@
the BuoyOING focus+context
user interface to a hypertext structure.
Then, we formulate general principles for designing
-recognizable backgrounds and present a hardware-accelerated implementation.
+recognizable backgrounds, based on texture and image perception literature,
+and present a hardware-accelerated implementation.
Following this, we discuss enhancing text readability on such backgrounds
-and practical experiences.
+and practical experiences and conclude.
%Finally, we show an example application of unique backgrounds
%for browsing linked PDF documents in a focus+context view.
@@ -711,9 +708,34 @@
In this section, we discuss our hardware-accelerated implementation
(libpaper)
of unique backgrounds (papers).
-Our main platforms are NV10, i.e., OpenGL 1.3 +
-\url{GL\_\hyp NV\_\hyp register\_\hyp combiners},
-and NV25, i.e., NV10 + \url{GL\_\hyp NV\_\hyp texture\_\hyp shader3}.
+
+
+\subsection{Parameter hierarchy}
+
+We have found that setting the parameters hierarchically
+produces the best results: the parameters for different passes
+should depend on hyperparameters randomly selected for entire paper.
+
+XXX REASONING: YELLOW SQUARE, RED TRIANGLE
+
+Our current parameter hierarchy is shown in
+Fig.~\ref{figpipeline}. The individual parameters are
+explained in the subsections below.
+
+
+\begin{figure}[htbp]
+\ifpics
+\includegraphics[width=\linewidth]{pipe.1}
+\fi
+\caption{\label{figpipeline}
+The parameter hierarchy in our implementation.
+See text for explanations.
+}
+\end{figure}
+
+%Performance: zoomability, memory, speed
+
+\subsection{Rationale for a Fragment-based implementation}
Our implementation needs to support complicated mappings
between paper and screen coordinates, such as fisheye distortion.
@@ -721,6 +743,17 @@
must be done on the fragment level after the texture accesses, i.e., we cannot
use
procedural geometry.
+Plain OpenGL 1.3 does not by itself provide enough flexibility in the fragment
+pipeline to allow the flexible generation of features.
+Because of this, and the availability of stable Linux drivers,
+our main platforms are NV10, i.e., OpenGL 1.3 +
+\url{GL\_\hyp NV\_\hyp register\_\hyp combiners},
+and NV25, i.e., NV10 + \url{GL\_\hyp NV\_\hyp texture\_\hyp shader3}.
+We are working on an implementation based
+on \url{GL\_\hyp ARB\_\hyp fragment\_\hyp program} once suitable hardware
+and Linux drivers emerge.
+
+
% One important goal for the implementation is that it should be easily
% applicable in a variety of situations.
% For example, mapping between paper and screen can be complicated,
@@ -746,26 +779,10 @@
requires 1 pass with only one texture unit.
To achieve a satisfactory image quality in zooming
with the latter approach,
-a relatively large texture has to be used.
+a relatively large texture has to be used; 512x512 is not really sufficient.
-We have found that setting the parameters hierarchically
-produces the best results: the parameters for different passes
-should depend on hyperparameters randomly selected for entire paper.
-Our current parameter hierarchy is shown in
-Fig.~\ref{figpipeline}.
-
-
-\begin{figure}[htbp]
-\ifpics
-\includegraphics[width=\linewidth]{pipe.1}
-\fi
-\caption{\label{figpipeline}
-The parameter hierarchy in our implementation.
-See text for explanations.
-}
-\end{figure}
-
-%Performance: zoomability, memory, speed
+If using only the direct mode, it would be possible to use procedural geometry
+when generating the texture as well, but
\subsection{Colors}
@@ -954,6 +971,8 @@
\subsection{Texture coordinates}
+XXX More
+
% Texture coordinates define the mapping of the basis textures
% to paper coordinates.
@@ -976,6 +995,8 @@
\subsection{Texture shading}
+XXX More
+
On the NV25 architecture,
the texture accesses can be customized further by the use of texture
shading: the texture coordinates used by a texture unit can be made
@@ -1248,6 +1269,9 @@
a) Original,
b) Zooming, c) Bleaching, d) The bleached version without drawing
the black text, showing the blurred lightening.
+XXX [tjl] Jvk: MUCH less text, about a fourth of the amount; not two across
but all vertically
+stacked. Several different gradations of b) and c). In c) also different
sizes, one where
+the bleaching obviously shows the space between lines.
}
\end{figure}
@@ -1305,6 +1329,9 @@
to its rate of accesses.
The diagram shows 2000 documents weighted with Zipf's law with exponent 1.1.
Here, the 15 most important documents account for approximately half of the
accesses.
+Of course, it is impossible to know which documents will be important and
+that will also change with time so all documents should be textured
+stably from the first viewing onwards.
% 0.50469672124463749
}
\end{figure}
@@ -1361,6 +1388,8 @@
The numbers give the
percentage of trials and the average reaction time in seconds for
the five subjects.
+This shows that the textures are quite recognizable even after just {\em one}
+previous viewing.
}
\end{table}
@@ -1420,24 +1449,27 @@
\section{Conclusions}
+We have presented a perceptually designed hardware-accelerated
+algorithm
+
TJL
We have introduced procedurally generated unique backgrounds
as a way of visualizing the identity of data or documents.
-While the method is general and
-applicable whenever data has identity,
-it is at its best when the same data node can be reached through
-several ways, the nodes' overall appearance is similar,
-and fragments of nodes are seen.
+
+The motivating example, the BuoyING user interface demonstrates
+that the method is at its most useful
+when the same document can be reached through
+several ways and fragments of documents are seen.
Of course, we cannot hope to match in quality a unique graphical
appearance designed by a human designer;
magazines and web sites have long used skilfully designed
graphical elements to make themselves recognizable.
-Instead, the algorithm is able to generate an unlimited
+However, the algorithm is able to generate an unlimited
amount of unique backgrounds cheaply, making it possible
-to give, e.g., all academic articles stored on a user's hard
-drive their own background.
+e.g. for all academic articles with similar typography
+to have their own background.
%\subsection{Further work}
@@ -1447,9 +1479,10 @@
as opposed to 2 and 2 on NV10,
using 2 passes as we currently do is too much;
it should be possible to obtain interesting textures with just one pass.
-We are also working on implementing
-these algorithms on OpenGL ARB extensions ..., due to their recent release
-of a Linux driver.
+The more general ARB fragment program extension also ...
+%We are also working on implementing
+%these algorithms on OpenGL ARB extensions ..., due to their recent release
+%of a Linux driver.
% However, we see the proprietary extensions only
% as an interim situation: the recently completed
@@ -1470,13 +1503,13 @@
% to use repeating units for non-repeating backgrounds --- but use more than
one,
% which are not rationally related.
-In this article, we report initial
+We report an initial recognition experiment
-Carrying out usability tests is necessary, both
+Carrying out usability more tests is necessary, both
to measure how well textures can be remembered
and to make the ad hoc distributions more experimentally based.
-It could also be worthwhile to experiment with other ways
-of visualizing identity, such as unique edge shapes.
+%It could also be worthwhile to experiment with other ways
+%of visualizing identity, such as unique edge shapes.
XXX: the effect of zoomability on recognizability
- [Gzz-commits] manuscripts/Paper paper.tex, (continued)
- [Gzz-commits] manuscripts/Paper paper.tex, Janne V. Kujala, 2003/03/29
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/29
- [Gzz-commits] manuscripts/Paper paper.tex, Janne V. Kujala, 2003/03/30
- [Gzz-commits] manuscripts/Paper paper.tex, Janne V. Kujala, 2003/03/30
- [Gzz-commits] manuscripts/Paper paper.tex, Janne V. Kujala, 2003/03/30
- [Gzz-commits] manuscripts/Paper paper.tex, Janne V. Kujala, 2003/03/30
- [Gzz-commits] manuscripts/Paper paper.tex, Janne V. Kujala, 2003/03/30
- [Gzz-commits] manuscripts/Paper paper.tex, Janne V. Kujala, 2003/03/30
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/30
- [Gzz-commits] manuscripts/Paper paper.tex, Janne V. Kujala, 2003/03/31
- [Gzz-commits] manuscripts/Paper paper.tex,
Tuomas J. Lukka <=
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/31
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/31
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/31
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/31
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/31
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/31
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/31
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/31
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/31
- [Gzz-commits] manuscripts/Paper paper.tex, Tuomas J. Lukka, 2003/03/31