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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 09:52:25 -0500

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Tuomas J. Lukka <address@hidden>        03/03/31 09:52:25

Modified files:
        Paper          : paper.tex 

Log message:
        reorg

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/Paper/paper.tex.diff?tr1=1.95&tr2=1.96&r1=text&r2=text

Patches:
Index: manuscripts/Paper/paper.tex
diff -u manuscripts/Paper/paper.tex:1.95 manuscripts/Paper/paper.tex:1.96
--- manuscripts/Paper/paper.tex:1.95    Mon Mar 31 09:38:10 2003
+++ manuscripts/Paper/paper.tex Mon Mar 31 09:52:25 2003
@@ -294,6 +294,21 @@
 structure facilitates recognition.
 
 
+There have also been studies on 
+mapping texture appearance to an Euclidian texture space
+(see \cite{gurnsey01texturespace} and the references therein):
+in the reported experiments, three dimensions have been sufficient
+to explain most of the variation in the similarity judgements for
+artificial textures. 
+However, the texture stimuli have been somewhat simple 
+(no color, lack of frequency-band interaction, etc.).
+For some natural texture sets, 
+three dimensions have also been
+sufficient \cite{rao96texturenaming}, but often semantic connections cause the
+similarity to be context-dependant, making it hard to assess the 
+dimensionality.
+%% XXX: this is something we should experiment with our textures
+
 % In this article, we apply texture shading to synthesize a large number
 % of unique textures for distinguishing virtual objects.
 
@@ -1483,15 +1498,10 @@
 %which documents the fragments are from.
 
 \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.
-
+We have presented a perceptually designed hardware-accelerated
+algorithm for generating recognizably unique backgrounds.
 The motivating example, the BuoyING user interface demonstrates
 that the method is at its most useful
 when the same document can be reached through
@@ -1501,7 +1511,7 @@
 appearance designed by a human designer; 
 magazines and web sites have long used skilfully designed 
 graphical elements to make themselves recognizable.
-However, the algorithm is able to generate an unlimited
+However, our algorithm is able to generate an unlimited
 amount of unique backgrounds cheaply, making it possible
 e.g. for all academic articles with similar typography
 to have their own background.
@@ -1510,11 +1520,13 @@
 
 So far, we have concentrated mostly on low-end hardware, and
 have not even tapped the full potential of the NV25 architecture.
-Given that there are 8 register combiner stages and 4 texture units,
-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.
-The more general ARB fragment program extension also ...
+
+%Given that there are 8 register combiner stages and 4 texture units,
+%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.
+%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. 
@@ -1538,30 +1550,16 @@
 % to use repeating units for non-repeating backgrounds --- but use more than 
one,
 % which are not rationally related.
 
-We report an initial recognition experiment
-
+We report an initial recognition experiment showing that the textures
+generated by our algorithm are indeed recognizable.
 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.
 
-XXX: the effect of zoomability on recognizability
-
-There have been studies on 
-mapping texture appearance to an Euclidian texture space
-(see \cite{gurnsey01texturespace} and the references therein):
-in the reported experiments, three dimensions have been sufficient
-to explain most of the variation in the similarity judgements for
-artificial textures. 
-However, the texture stimuli have been somewhat simple 
-(no color, lack of frequency-band interaction, etc.).
-For some natural texture sets, 
-three dimensions have also been
-sufficient \cite{rao96texturenaming}, but often semantic connections cause the
-similarity to be context-dependant, making it hard to assess the 
-dimensionality.
-%% XXX: this is something we should experiment with our textures
+% XXX: the effect of zoomability on recognizability
 
 % The new graphics chips, ATI R300 and NVIDIA NV30 support
 % a great deal more of procedural texturing and it will




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