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[Gzz-commits] manuscripts/AniFont anifont.tex methods.gnumeric
From: |
Tuomas J. Lukka |
Subject: |
[Gzz-commits] manuscripts/AniFont anifont.tex methods.gnumeric |
Date: |
Sat, 25 Oct 2003 05:43:43 -0400 |
CVSROOT: /cvsroot/gzz
Module name: manuscripts
Branch:
Changes by: Tuomas J. Lukka <address@hidden> 03/10/25 05:43:42
Modified files:
AniFont : anifont.tex methods.gnumeric
Log message:
more
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AniFont/anifont.tex.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AniFont/methods.gnumeric.diff?tr1=1.1&tr2=1.2&r1=text&r2=text
Patches:
Index: manuscripts/AniFont/anifont.tex
diff -u manuscripts/AniFont/anifont.tex:1.22
manuscripts/AniFont/anifont.tex:1.23
--- manuscripts/AniFont/anifont.tex:1.22 Fri Oct 24 09:20:35 2003
+++ manuscripts/AniFont/anifont.tex Sat Oct 25 05:43:42 2003
@@ -85,14 +85,15 @@
\begin{figure*}
\begin{tabular}{p{1.5cm}|p{\colwidth}p{\colwidth}p{\colwidth}p{\colwidth}p{\colwidth}}
-Coordinate mapping&Nearest neighbour&Trilinear&Trilinear+ Anisotropic&FSAA
4xSS&Custom vertex-based 4xSS \\
+Coordinate mapping&Nearest neighbour&Trilinear&Trilinear+ Anisotropic&FSAA
4xSS&Vertex-based 4xSS \\
\hline\\
Iso&
\snapshot{snapsps/aniso-gffx-tbl-iso-nearest.ps} &
\snapshot{snapsps/aniso-gffx-tbl-iso-trilinear.ps} &
\snapshot{snapsps/aniso-gffx-tbl-iso-aniso.ps} &
\snapshot{snapsps/aniso-gf4go-tbl-iso-fsaa.ps} &
-\snapshot{snapsps/aniso-gffx-tbl-iso-super4.ps} \\[1ex]
+\snapshot{snapsps/aniso-gffx-tbl-iso-super4.ps} \\
+\\
%
Aniso&
\snapshot{snapsps/aniso-gffx-tbl-aniso-nearest.ps} &
@@ -169,12 +170,11 @@
\section{Why does stretch and squish improve image quality?}
-- quality of trilinear filtering result depends strongly on subpixel position
-\begin{figure}
+\begin{figure}[t!]
\centering
\begin{tabular}{c|c}
-Trilinear & Stretch-squish \\
+Trilinear & Stretch-squish 2x\\
\hline\\
\snapshot{snapsps/aniso-gffx-ortho-trilinear-0.ps}&
\snapshot{snapsps/aniso-gffx-ortho-stretchsquish-0.ps}\\
@@ -184,30 +184,25 @@
\snapshot{snapsps/aniso-gffx-ortho-stretchsquish-2.ps}\\
\end{tabular}
\caption{
-\label{figstretchsquishsamples}
-PFSS diagrams of an simple rendering situation,
-showing how stretch-squish works.
-a) Normal trilinear filtering.
-b) Stretching the texture and squishing it allows more samples to be used
-when using an anisotropic filter. The footprint in XXX direction is much closer
-to the actual pixel; there is less blur in the output. Here, 2x anisotropy was
-used; using more anisotropy sharpens the filter further.
+\label{figstretchsquishwhyworks}
+PFSS diagrams of an isotropic rendering situation,
+showing why stretch-squish improves image quality.
+The three rows show different sub-pixel translations of the texture.
+The trilinear filter kernel size varies strongly in both X and Y
+directions, whereas the kernel size for
+stretch-squish varies far less strongly for the direction of the stretch.
}
\end{figure}
+The quality of trilinear filtering result depends strongly on subpixel
position,
+as shown in Fig.~\ref{figstretchsquishwhyworks}. The anisotropic filter
provides
+a better
+
- analogous to supersampling
- downside: if transformed nonorthogonally, blurs easier since the "aniso
power" is already used
-\section{Example: text}
-
-\begin{table}
-\caption{
-\label{tabperformance}
-The performance of the different implementations on a XXX.
-}
-\end{table}
\def\fontexamplesize{8cm}
\begin{figure*}
@@ -247,6 +242,31 @@
\section{Conclusion}
+\begin{table*}
+\begin{minipage}{\textwidth}
+\begin{tabular}{p{3cm}|lllll}
+Method & HW req & Clarity & Aliasing & Code changes &
Relative time per pixel\\
+\hline\\
+Trilinear & Any & Blurry & --- & --- & 1
\\
+Trilinear, LOD bias & Any & Less blurry & Bad & trivial &
1---2 \\
+Stretch-squish 2x & NV1X+ & Better & --- & almost trivial &
1.5---2 \\
+4x FSAA supersampling & NV1X\footnote{Not available on NVIDIA Linux drivers
44.96 on NV25 or NV31, only on NV1X} & Good & --- & trivial
& 4\footnote{With FSAA, the entire scene slows down, not just the polygon to
be improved} \\
+Vertex-based supersampling &
+ NV2X+ & Good & --- & significant &
4---6 \\
+Fragment-based supersampling &
+ NV3X+ & Good & --- & trivial &
10---20 \\
+\hline
+\end{tabular}
+\end{minipage}
+\caption{
+\label{tabperformance}
+A comparison of different ways of improving the filtering of
\emph{isotropically} rendered
+textured polygons.
+The hardware requirements are given as NVIDIA architectures; the architectures
from
+other manufacturers such as ATI mostly follow a similar pattern.
+}
+\end{table*}
+
- In this article, we argue that isotropic situations should be explicitly
avoided
in 2D orthogonal rendering - better quality with aniso
@@ -279,10 +299,15 @@
\section{Acknowledgments}
+\bibliographystyle{abbrv}
+\bibliography{gzigzag}
+
+\appendix
+
\appendix
\section*{Appendix}
-\section{Probing hardware texture filters for drawing realistic PFSS snapshots}
+\section{Probing hardware texture filters in OpenGL}
\label{secprobing}
In our investigations for this article, we found the pixel footprint
@@ -362,12 +387,6 @@
as the contribution of four texels on a higher mimap level as per
the assumption of generating the mipmap levels in the usual way
-\bibliographystyle{abbrv}
-\bibliography{gzigzag}
-
-\appendix
-
-\section{Probing texture filters}
\begin{enumerate}
Index: manuscripts/AniFont/methods.gnumeric
- [Gzz-commits] manuscripts/AniFont anifont.tex methods.gnumeric,
Tuomas J. Lukka <=