[cairo-commit] papers/opengl_freenix04 ChangeLog,1.3,1.4 opengl_freenix04.tex,1.3,1.4

Carl Worth commit at pdx.freedesktop.org
Mon Dec 15 06:58:36 PST 2003


Committed by: cworth

Update of /cvs/cairo/papers/opengl_freenix04
In directory pdx:/tmp/cvs-serv20100

Modified Files:
	ChangeLog opengl_freenix04.tex 
Log Message:

        * opengl_freenix04.tex: Added several notes on how the text could
        be improved.


Index: ChangeLog
===================================================================
RCS file: /cvs/cairo/papers/opengl_freenix04/ChangeLog,v
retrieving revision 1.3
retrieving revision 1.4
diff -C2 -d -r1.3 -r1.4
*** ChangeLog	15 Dec 2003 14:29:38 -0000	1.3
--- ChangeLog	15 Dec 2003 14:58:34 -0000	1.4
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*** 1,2 ****
--- 1,7 ----
+ 2003-12-15  Carl Worth  <cworth at isi.edu>
+ 
+ 	* opengl_freenix04.tex: Added several notes on how the text could
+ 	be improved.
+ 
  2003-12-15    <c99pnn at cs.umu.se>
  

Index: opengl_freenix04.tex
===================================================================
RCS file: /cvs/cairo/papers/opengl_freenix04/opengl_freenix04.tex,v
retrieving revision 1.3
retrieving revision 1.4
diff -C2 -d -r1.3 -r1.4
*** opengl_freenix04.tex	15 Dec 2003 12:53:58 -0000	1.3
--- opengl_freenix04.tex	15 Dec 2003 14:58:34 -0000	1.4
***************
*** 29,37 ****
    \maketitle
  
  
    \section{Introduction}
    The X Render Extension (Render)~\cite{render:2000} has now been around for a 
    few years and has widely been accepted as the new rendering model for the X 
!   Window System~\cite{x}. Some of the features that Render today supports are 
    alpha compositing, anti-aliasing, sub-pixel positioning, polygon rendering, 
    text rendering and image transformations. The core of Render is its image 
--- 29,39 ----
    \maketitle
  
+   \section{Abstract}
+   \edannote{A short abstract here could do a lot to help the reader understand the main points of the paper.}
  
    \section{Introduction}
    The X Render Extension (Render)~\cite{render:2000} has now been around for a 
    few years and has widely been accepted as the new rendering model for the X 
!   Window System~\cite{x}. \edannote{The phrase ``been around for a few years'' is unnecessarily vague. Either be more specific, or just drop this phrase, (which would work fine too).}  Some of the features that Render today supports are 
    alpha compositing, anti-aliasing, sub-pixel positioning, polygon rendering, 
    text rendering and image transformations. The core of Render is its image 
***************
*** 43,50 ****
  
    Although Render can be accelerated by graphics hardware using XAA~\cite{xaa} 
!   to some extent, it requires graphics driver developers to add support for this
!   in each driver. It's probably fair to say that so far, the few drivers which 
!   do support this only do so with modest results.
  
    In the past years modern 2D graphics applications like window systems 
    tend to use more demanding graphic features like alpha blending, image 
--- 45,53 ----
  
    Although Render can be accelerated by graphics hardware using XAA~\cite{xaa} 
!   to some extent, \edannote{To what extent? Can you be more specific here? Are there identifiable limitations in the XAA hooks for Render?} it requires graphics driver developers to add support for this
!   in each driver. \edannote{Point out the problem here. Specifically that there is duplicated effort and that acceleration support for Render is inconsistent between drivers.} It's probably fair to say that so far, the few drivers which 
!   do support this only do so with modest results. \edannote{As written, this is vague and unsubstantiated. Can you point to some specific benchmark? For example, didn't the rasterman run some Render benchmark not too long ago?}
  
+   \edannote{As mentioned below, the ideas of this paragraph should be moved to a Related Work section.}
    In the past years modern 2D graphics applications like window systems 
    tend to use more demanding graphic features like alpha blending, image 
***************
*** 58,62 ****
    Extreme~\cite{quartzextreme} compositing engine used in Mac OS X. Rumor also 
    says that Microsoft will add something similar to their upcoming product, at 
!   this time called Longhorn~\cite{longhorn}.
  
    The fact that this is a field in which the X Window System and the open source
--- 61,65 ----
    Extreme~\cite{quartzextreme} compositing engine used in Mac OS X. Rumor also 
    says that Microsoft will add something similar to their upcoming product, at 
!   this time called Longhorn~\cite{longhorn}. \edannote{A technical paper shouldn't cite rumours. Either find a documentable source for your information or leave it out. And if there isn't published information about a related system, then you aren't obligated to compare your work to it.}
  
    The fact that this is a field in which the X Window System and the open source
***************
*** 66,73 ****
    accelerated by graphics hardware to create a rendering environment similar 
    to those used in the other window systems mentioned above. How would one 
!   go about realizing these ideas in the simplest and most efficient manner?
  
    What we need is a complete 2D graphics API that is accelerated by
!   graphics hardware. Much of the work has already been done as we are very 
    fortunate to have the Cairo library~\cite{cairo}, an open source 
    library which provides a PDF-like 2D graphics API. One 
--- 69,77 ----
    accelerated by graphics hardware to create a rendering environment similar 
    to those used in the other window systems mentioned above. How would one 
!   go about realizing these ideas in the simplest and most efficient manner? \edannote{I don't like the use of a rhetorical question here. Maybe something like, ``The challenge is to realize these ideas\ldots''}
  
+   \edannote{The introduction moves between discussion of the complete graphics system and two of its compoenent parts (cairo and Render) in a way that would be difficult to follow for a reader that is unfamiliar with the system. Perhaps one way to improve this is to first discuss the entire system, then discuss how it is composed of separate layers. A diagram or two would also be quite helpful.}
    What we need is a complete 2D graphics API that is accelerated by
!   graphics hardware. \edannote{This should be rewrittend to avoid use of the first-person pronoun ``we''.} Much of the work has already been done as we are very 
    fortunate to have the Cairo library~\cite{cairo}, an open source 
    library which provides a PDF-like 2D graphics API. One 
***************
*** 84,90 ****
    the same consistent rendering model as Render? And can the interface be 
    implemented in such a way that it can take advantage of the OpenGL hardware 
!   acceleration provided by modern graphics cards?
  
!   The proposed paper will present results from
    extensive research to find and evaluate the possibilities of OpenGL
    hardware acceleration of operations needed for the creation of a 
--- 88,94 ----
    the same consistent rendering model as Render? And can the interface be 
    implemented in such a way that it can take advantage of the OpenGL hardware 
!   acceleration provided by modern graphics cards? \edannote{Again, rewrite to eliminate rhetorical questions.}
  
!   The complete paper will present results from
    extensive research to find and evaluate the possibilities of OpenGL
    hardware acceleration of operations needed for the creation of a 
***************
*** 104,112 ****
    community is regarded.
  
  
    \section{Implementation Issues}
    As OpenGL layers are available for various platforms and systems, the library 
!   is designed so that it isn't OpenGL layer specific. Different
!   layers can be used by plugging them in to the core of the library through a
    virtualized backend. Each backend only needs to provide a few functions 
    which will allow for the core of the library to perform its rendering 
--- 108,122 ----
    community is regarded.
  
+   \section{Related Work}
+   \edannote{I think the introduction would be more clear if it focused
+     exclusively on your own work. Then, you can move the discussion of
+     related systems such as QuartzExtreme and Longhorn to this related
+     work section.}
+ 
  
    \section{Implementation Issues}
    As OpenGL layers are available for various platforms and systems, the library 
!   is designed to be usable with any of various OpenGL implementations. Different
!   OpenGL implementations can be used by plugging them in to the core of the library through a
    virtualized backend. Each backend only needs to provide a few functions 
    which will allow for the core of the library to perform its rendering 
***************
*** 117,121 ****
  
    As of now the GLX backend is the only backend implemented but on request,
!   backends for other GL layers will be added.
  
    For any usable 2D graphics API, offscreen drawing is required. This is 
--- 127,131 ----
  
    As of now the GLX backend is the only backend implemented but on request,
!   backends for other GL layers will be added. \edannote{The term GLX is introduced here without any explanation. Describe what it is, on what platforms it is available, etc.}
  
    For any usable 2D graphics API, offscreen drawing is required. This is 





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