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+\usepackage{amsmath}
+\usepackage{amssymb}
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\title{Literature Review}
However, these data-driven formats typically do not support fixed layouts, and the display differs from renderer to
renderer.
+Ultimately, there are two fundamental stages by which all documents --- digital or otherwise --- are produced and displayed:
+\emph{layout} and \emph{display}. The \emph{layout} stage is where the positions and sizes of text and other graphics are
+determined, while the \emph{display} stage actually produces the final output, whether as ink on paper or pixels on a computer monitor.
+
+Different document formats approach these stages in different ways. Some treat the document as a program, written in
+a turing complete document language with instructions which emit shapes to be displayed. These shapes are either displayed
+immediately, as in PostScript, or stored in another file, such as with \TeX or \LaTeX, which emit a \texttt{DVI} file. Most other
+forms of document use a \emph{Document Object Model}, being a list or tree of objects to be rendered. \texttt{DVI}, \texttt{PDF},
+\texttt{HTML}\footnote{Some of these formats --- most notably \texttt{HTML} --- implement a scripting lanugage such as JavaScript,
+which permit the DOM to be modified while the document is being viewed.} and SVG\cite{svg2011-1.1}. Of these, only \texttt{HTML} and \TeX typically
+store documents in pre-layout stages, whereas even turing complete document formats such as PostScript typically encode documents
+which already have their elements placed.
+
Existing document formats, due to being designed to model paper,
have limited precision (8 decimal digits for PostScript\cite{plrm}, 5 decimal digits for PDF\cite{pdfref17}).
This matches the limited resolution of printers and ink, but is limited when compared to what aught to be possible
\section{Rendering}
-Computer graphics comes in two forms: bit-mapped (or raster) graphics, which is defined by an array of pixel colours,
+Computer graphics comes in two forms: bit-mapped (or raster) graphics, which is defined by an array of pixel colours;
and \emph{vector} graphics, defined by mathematical descriptions of objects. Bit-mapped graphics are well suited to photographs
and are match how cameras, printers and monitors work. However, bitmap devices do not handle zooming beyond their
``native'' resolution --- the resolution where one document pixel maps to one display pixel ---, exhibiting an artefact
called pixelation where the pixel structure becomes evident. Attempts to use interpolation to hide this effect are
-never entirely successful, and sharp edges, such as those found in text and diagrams, are particularly effected.
+never entirely successful, and sharp edges, such as those found in text and diagrams, are particularly affected.
+
+\begin{figure}[h]
+ \centering \includegraphics[width=0.8\linewidth]{figures/vectorraster_example}
+ \caption{A circle as a vector image and a $32 \times 32$ pixel raster image}
+\end{figure}
+
Vector graphics lack many of these problems: the representation is independent of the output resolution, and rather
an abstract description of what it is being rendered, typically as a combination of simple geometric shapes like lines,
renderer by nVidia\cite{kilgard2012gpu} as an OpenGL extension\cite{kilgard300programming}.
-\section{Floating-Point Precision}
+\section{Numeric formats}
On modern computer architectures, there are two basic number formats supported:
fixed-width integers and \emph{floating-point} numbers. Typically, computers
which have the same cardinality as their \emph{unsigned} counterparts, but which
represent integers between $-(2^{63})$ and $2^{63} - 1$}.
-Floating-point numbers\cite{goldberg1991whatevery} are the binary equivalent of scientific notation:
-each number consisting of an exponent ($e$) and a mantissa $(m)$ such that a number is given by
+By introducing a fractional component (analogous to a decimal point), we can convert
+integers to \emph{fixed-point} numbers, which have a more limited range, but a fixed, greater
+precision. For example, a number in 4.4 fixed-point format would have four bits representing the integer
+component, and four bits representing the fractional component:
+\begin{equation}
+ \underbrace{0101}_\text{integer component}.\underbrace{1100}_\text{fractional component} = 5.75
+\end{equation}
+
+
+Floating-point numbers\cite{goldberg1992thedesign} are the binary equivalent of scientific notation:
+each number consisting of an exponent ($e$) and a mantissa ($m$) such that a number is given by
\begin{equation}
n = 2^{e} \times m
\end{equation}
The IEEE 754 standard\cite{ieee754std1985} defines several floating-point data types
which are used\footnote{Many systems' implement the IEEE 754 standard's storage formats,
but do not implement arithmetic operations in accordance with this standard.} by most
-computer systems. The standard defines 32-bit (8-bit exponent, 23-bit mantissa) and
-64-bit (11-bit exponent, 53-bit mantissa) formats\footnote{The 2008
+computer systems. The standard defines 32-bit (8-bit exponent, 23-bit mantissa, 1 sign bit) and
+64-bit (11-bit exponent, 53-bit mantissa, 1 sign bit) formats\footnote{The 2008
revision to this standard\cite{ieee754std2008} adds some additional formats, but is
-less widely supported in hardware.}
-
-How floating-point works and what its behaviour is w/r/t range and precision
-\cite{goldberg1991whatevery}
-\cite{goldberg1992thedesign}
+less widely supported in hardware.}, which can store approximately 7 and 15 decimal digits
+of precision respectively.
+
+Floating-point numbers behave quite differently to integers or fixed-point numbers, as
+the representable numbers are not evenly distributed. Large numbers are stored to a lesser
+precision than numbers close to zero. This can present problems in documents when zooming in
+on objects far from the origin.
+
+IEEE floating-point has some interesting features as well, including values for negative zero,
+positive and negative infinity, the ``Not a Number'' (NaN) value and \emph{denormal} values, which
+trade precision for range when dealing with very small numbers. Indeed, with these values,
+IEEE 754 floating-point equality does not form an equivalence relation, which can cause issues
+when not considered carefully.\cite{goldberg1991whatevery}
+
+There also exist formats for storing numbers with arbitrary precising and/or range.
+Some programming languages support ``big integer''\cite{java_bigint} types which can
+represent any integer that can fit in the system's memory. Similarly, there are
+arbitrary-precision floating-point data types\cite{java_bigdecimal}\cite{boost_multiprecision}
+which can represent any number of the form
+\begin{equation}
+ \frac{n}{2^d} \; \; \; \; n,d \in \mathbb{Z} % This spacing is horrible, and I should be ashamed.
+\end{equation}
+These types are typically built from several native data types such as integers and floats,
+paired with custom routines implementing arithmetic primitives.\cite{priest1991algorithms}
+These, therefore, are likely slower than the native types they are built on.
-Arb. precision exists
+While traditionally, GPUs have supported some approximation of IEEE 754's 32-bit floats,
+modern graphics processors also support 16-bit\cite{nv_half_float} and 64-bit\cite{arb_gpu_shader_fp64}
+IEEE floats.
Higher precision numeric types can be implemented or used on the GPU, but are
slow.
\cite{emmart2010high}
\section{Quadtrees}
-The quadtree is a data structure which keeps
-\cite{finkel1974quad}
+When viewing or processing a small part of a large document, it may be helpful to
+only processs --- or \emph{cull} --- parts of the document which are not on-screen.
\begin{figure}[h]
- \includegraphics[width=0.4\linewidth]{figures/quadtree_example}
+ \centering \includegraphics[width=0.4\linewidth]{figures/quadtree_example}
+ \caption{A simple quadtree.}
\end{figure}
-
+The quadtree\cite{finkel1974quad}is a data structure --- one of a family of \emph{spatial}
+data structures --- which recursively breaks down space into smaller subregions
+which can be processed independently. Points (or other objects) are added to a single
+node, which if certain criteria are met --- typically the number of points in a node
+exceeding a maximum, though in our case likely the level of precision required exceeding
+that supported by the data type in use --- is split into four equal-sized subregions, and
+points attached to the region which contains them.
+
+In this project, we will be experimenting with a form of quadtree in which each
+node has its own independent coordinate system, allowing us to store some spatial
+information\footnote{One bit per-coordinate, per-level of the quadtree} within the
+quadtree structure, eliminating redundancy in the coordinates of nearby objects.
+
+Other spatial data structures exist, such as the KD-tree\cite{bentley1975multidimensional},
+which partitions the space on any axis-aligned line; or the BSP tree\cite{fuchs1980onvisible},
+which splits along an arbitrary line which need not be axis aligned. We believe, however,
+that the simpler conversion from binary coordinates to the quadtree's binary split make
+it a better avenue for initial research to explore.
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