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[Gzz-commits] manuscripts/AGPU fillets.txt


From: Tuomas J. Lukka
Subject: [Gzz-commits] manuscripts/AGPU fillets.txt
Date: Sat, 12 Apr 2003 07:00:39 -0400

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Tuomas J. Lukka <address@hidden>        03/04/12 07:00:37

Modified files:
        AGPU           : fillets.txt 

Log message:
        Don't mention NV3X in fillets... edit a little

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/fillets.txt.diff?tr1=1.4&tr2=1.5&r1=text&r2=text

Patches:
Index: manuscripts/AGPU/fillets.txt
diff -u manuscripts/AGPU/fillets.txt:1.4 manuscripts/AGPU/fillets.txt:1.5
--- manuscripts/AGPU/fillets.txt:1.4    Tue Apr  8 03:52:42 2003
+++ manuscripts/AGPU/fillets.txt        Sat Apr 12 07:00:37 2003
@@ -1,40 +1,38 @@
 Rendering fillets
 =================
 
-Fillets (Lukka, Kujala and Niemelä, Information Visualization'02
-conference, reprint available on request) are graphical technique for
-enhancing the rendering of graphs - generally, objects on screen connected
-by lines. Fillets, in the original meaning of the term in plastic 
-or metal casting (A. Rockwood, chapter 6 (Blending), in Jules Bloomenthal, ed,
-"Introduction to Implicit Surfaces", Morgan Kaufmann 1997),
-mean the fillings used for sharp crevices to avoid breaking of the finished
-object at the sharp corners.  Our use of fillets here is analogical: 
-we use 2 1/2 D fillets to avoid the viewer's perception breaking the object and
-the line into separate pieces.
+Filleting (Lukka, Kujala and Niemelä, Information Visualization'02
+conference, reprint available on request) is a graphical technique
+for rendering on-screen connections in a way that makes them easier to
+perceive even with several overlapping objects.  The original meaning
+of the term ``filleting'' in plastic or metal casting (c.f. A. Rockwood,
+chapter 6 (Blending), in Jules Bloomenthal, ed, "Introduction to Implicit
+Surfaces", Morgan Kaufmann 1997), mean the fillings used for sharp
+crevices to avoid breaking of the finished object at the sharp corners.
+Our use of fillets here is analogous: we use 2 1/2 D fillets to prevent
+the viewer's perception from breaking the object and the connecting line
+into separate pieces.
 
-We present two complementary approaches to rendering fillets:
-using pre-rendered textures for the shapes and minimizing the polygon
-use of the algorithm, and rendering the shape in full using polygons,
-giving maximum flexibility to the shapes.
+We present two complementary approaches to rendering fillets using GPUs:
+1) using pre-rendered textures for the shapes and minimizing the polygon
+use of the algorithm, and 2) rendering the shape in full using polygons,
+giving maximum flexibility to the shapes.  For the polygonized algorithm,
+we show how edges of constant thickness (even textured along the edge
+dimension) can be rendered for 2D shapes which are the union of simpler
+shapes using the Z-buffer, with the help of vertex programs.
+Vertex programs are also used for rendering the curved connection
+between two differently scaled and oriented coordinate systems.
 
-For the polygonized algorithm, we show how edges of constant thickness
-(even textured along the edge dimension) can be rendered for 
-2D shapes which are the union of simpler shapes using the Z-buffer.
-
-None of the techniques presented are particularly novel, but applying
-them to the novel problem (rendering fillets) allows a goal-oriented
-presentation of these basic techniques.  Along with our other proposal
-(Rendering and animating torn 2 1/2 D viewports efficiently) we feel that
-this proposal covers the area of 2 1/2 D rendering on the GPU fairly
-comprehensively; this proposal is more concerned on vertex processing
-and the other on fragment processing.
-
-If we get our NV3X cards in time, we may also be able to implement
-and demonstrate a filleting algorithm based on fragment programs,
-in somewhat the same way as the torn viewport algorithm.
+While none of the techniques presented are particularly novel per se,
+applying them to the novel problem at hand (rendering fillets) allows
+a goal-oriented presentation of these basic techniques.  Along with
+our other proposal (Rendering and animating torn 2 1/2 D viewports
+efficiently) we feel that this proposal covers the area of 2 1/2 D
+rendering on the GPU fairly comprehensively; this proposal is more
+concerned on vertex processing and the other on fragment processing.
 
 Our current implementations are OpenGL1.3 with NV extensions but we
-can easily rewrite them using Cg.
+can easily rewrite them using Cg if desired.
 
 --- Figures
 




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