From 0b2a65158a7b19175bb180acb6fb7199480abcaa Mon Sep 17 00:00:00 2001
From: Oliver Schinagl <oliver@schinagl.nl>
Date: Fri, 11 Jan 2008 03:36:08 +0000
Subject: weeee wa? hopelijk gaat dat mergen wel goed op 3 en 7 :p

---
 Smoke/report/chapter2.tex | 18 +++++-------------
 Smoke/report/chapter3.tex | 11 +++++------
 Smoke/report/chapter7.tex |  6 ++----
 3 files changed, 12 insertions(+), 23 deletions(-)

diff --git a/Smoke/report/chapter2.tex b/Smoke/report/chapter2.tex
index 9d5fdc1..2d1effa 100644
--- a/Smoke/report/chapter2.tex
+++ b/Smoke/report/chapter2.tex
@@ -1,17 +1,13 @@
 \chapter{The skeleton code}
 
-The provided code for the course contains an implementation of a real-time fluid flow simulation. The fluid flows under the influence of a user-controlled force
-field. The simulation follows the Navier-Stokes equations for fluid flow. These equations describe how the velocity, pressure, temperature and density of a moving
-fluid are related. \\
+The provided code for the course contains an implementation of a real-time fluid flow simulation. The fluid flows under the influence of a user-controlled force field. The simulation follows the Navier-Stokes equations for fluid flow. These equations describe how the velocity, pressure, temperature and density of a moving fluid are related. \\
 
 \section{Grid-based smoke}
 
 The visualization is done using a two dimensional grid as opposed to particle-based smoke visualization techniques. At every vertex a number of fluid attributes are
-stored. The skeleton program keeps track of the density, velocity and force. These attributes can be visualized with different techniques. Each and every attribute
-has its own 'preferred' visualization technique. \\
+stored. The skeleton program keeps track of the density, velocity and force. These attributes can be visualized with different techniques. Each and every attribute has its own 'preferred' visualization technique. \\
 
-Using these values at the cell's vertices, all sorts of techniques, additional values and other useful info can be used. The values are used in colormap techniques,
-calculation of the divergence and the rendering of the height plots. \\
+Using these values at the cell's vertices, all sorts of techniques, additional values and other useful info can be used. The values are used in colormap techniques, calculation of the divergence and the rendering of the height plots. \\
 
 \begin {center}
   \includegraphics[width=70mm]{flow_vis.png} \\
@@ -22,10 +18,6 @@ The above screenshot shows us the fluid movement using a grey colormap. This sim
 
 \section{Internal structure}
 
-The first assignment was to simply compile the code. This was fairly easy. However, the code was a bit unstructured. Everything was put into one big file. To be
-able to add additional functionality without losing sight of what we were doing, we created a file for every new technique we implemented. Furthermore the
-calculations, rendering functions and user interaction code was split from each other. \\
+The first assignment was to simply compile the code. This was fairly easy. However, the code was a bit unstructured. Everything was put into one big file. To be able to add additional functionality without losing sight it was needed to create a file for every new technique being implemented. Furthermore the calculations, rendering functions and user interaction code were split from eachother. \\
 
-With this new structure we were able to manage the code and add additional functionality. The programming language of our choice was C and for the graphical user
-interface we took the GTK+ library with the OpenGL extension. For project management SVN was used. This was very useful since we both had different development
-environments and also did a lot of work at home. \\
+With this new structure it was possible to be able to manage the code and add additional functionality. The programming language of our choice was C and for the graphical user interface the GTK+ library with the OpenGL extension was chosen. For project managment SVN was used. This was very useful since both students had different development environments and also did a lot of work at home. \\
diff --git a/Smoke/report/chapter3.tex b/Smoke/report/chapter3.tex
index 7cf56a2..3ab4c9e 100644
--- a/Smoke/report/chapter3.tex
+++ b/Smoke/report/chapter3.tex
@@ -1,18 +1,17 @@
 \chapter{Color mapping}
 
-In chapter 2 we saw a figure (figure 2) which showed a fluid in motion. The fluid had a very bright grey color. How is this color determined at every vertex?
+In chapter 2 it was seen from figure (figure 2) that the fluid had a very bright grey color. How is this color determined at every vertex?
 
 \section{Description}
 
-The technique that maps a value to a specific color is called color mapping. We already explained that the simulation is divided into cells with each 4 vertices that can contain different values, a uniform quad grid. A colormap calculates the color, given a certain colormap function, for every value at a vertex. \\
+The technique that maps a value to a specific color is called color mapping. It has already been explained that the simulation is divided into cells with each 4 vertices that can contain different values, a uniform quad grid. A colormap calculates the color, given a certain colormap function, for every value at a vertex. \\
 
 Example:
-In figure 2 we saw the smoke using a grey scaled colormap. If we know that the values at the vertices ranges from 0 to 1, we can use the value to determine each
-color aspect, red, green and blue. This means, for each vertex:
+In figure 2 the smoke was using a grey scaled colormap. If the value of vertices range from 0 to 1, the value can be used to determine each color aspect, red, green and blue. This means, for each vertex:
 
 $$ red = green = blue = value $$
 
-To be able to reason about the colored images, we added a legend at the top of the screen. The leftmost colors indicate low values and the rightmost colors indicate high values. With such a colormap legend, it's easier to understand the produced images and say something about the value of the fluid. \\
+To be able to reason about the colored images, a legend at the top of the screen was added. The leftmost colors indicate low values and the rightmost colors indicate high values. With such a colormap legend, it's easier to understand the produced images and say something about the value of the fluid. \\
 
 Using a slider it is possible to change the number of colors. By default this value is set to 256 colors, but this is easily changed to anything below that. At lower number of colors big bands of colors will start to appear maing variations more visiable. \\
 
@@ -31,7 +30,7 @@ $$ red = value; green = value / 3; blue = 0; $$
 
 If the value is high, a lot of red, one third of green and no blue is taken. Low values only get a bit of red and almost no green. This gives a black to dark red to orange to almost yellow colormap giving the illusion of fire. \\
 
-To create a repeating band of colors, we used to following definition:
+To create a repeating band of colors, the following formula was used:
 
 $$ value = (((int)(value * 100)) \texttt{ mod } 10)/10 $$
 
diff --git a/Smoke/report/chapter7.tex b/Smoke/report/chapter7.tex
index 5fb859e..91ae9b2 100644
--- a/Smoke/report/chapter7.tex
+++ b/Smoke/report/chapter7.tex
@@ -15,8 +15,7 @@ also be used on the left mouse button to move the field up and down, left and ri
 
 \section{Implementation}
 
-Realizing height plots would not be very visible from the default view, rotation, zoom and movement was implemented first. After having the ability we constructed
-the height plots as follows. \\
+Realizing height plots would not be very visible from the default view, rotation, zoom and movement was implemented first. After having that ability height plots were constructed. \\
 
 Since vertex already had x and y-coordinates, all that was needed was to add a z-coordinate. An extra array to track the height of each vertex was used, as the
 original simulation and its data-structures should not be disturbed. As value for the height any of the primary datasets can be chosen. When drawing a vertex the
@@ -65,8 +64,7 @@ the center. \\
 
 \subsection{Height strips}
 
-When first implementing the height plots a third dimension was simply added when rendering the triangle strips for the smoke visualization. This had as an effect
-that the different rows of each of the triangle strips in the simulation where not connected. In stead of a height plots, height strips were implemented. \\
+When first implementing the height plots a third dimension was simply added when rendering the triangle strips for the smoke visualization. This had as an effect that the different rows of each of the triangle strips in the simulation where not connected. In stead of a height plots, height strips were implemented. \\
 
 This problem was countered first calculating the height for each vertex and storing it in an array. When rendering a vertex, the correct value is then retrieved
 from the array to correctly display the height. \\
-- 
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