Imaging vector fields using line integral convolution
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Interactive visualization of 3D-vector fields using illuminated stream lines
Proceedings of the 7th conference on Visualization '96
Strategies for effectively visualizing 3D flow with volume LIC
VIS '97 Proceedings of the 8th conference on Visualization '97
The visualization toolkit (2nd ed.): an object-oriented approach to 3D graphics
The visualization toolkit (2nd ed.): an object-oriented approach to 3D graphics
Real-time techniques for 3D flow visualization
Proceedings of the conference on Visualization '98
Real-Time Rendering
FAST: a multi-processed environment for visualization of computational fluid dynamics
VIS '90 Proceedings of the 1st conference on Visualization '90
Strategies for interactive exploration of 3D flow using evenly-spaced illuminated streamlines
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Particle Flurries: Synoptic 3D Pulsatile Flow Visualization
IEEE Computer Graphics and Applications
Particles with a history: visualizing flow fields with GPU-based streamlines
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
Hybrid Visualization for White Matter Tracts using Triangle Strips and Point Sprites
IEEE Transactions on Visualization and Computer Graphics
Spatial input for temporal navigation in scientific visualizations
IEEE Computer Graphics and Applications
Dynamic regions of interest for interactive flow exploration
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
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The depiction of particle trajectories is an effective means for the visualization of fluid flows. However, standard visualization techniques suffer from a variety of weaknesses, ranging from ambiguous depth perception for simple line drawings to a high geometrical complexity and decreased interactivity for polygonal tubes. This paper addresses these problems by introducing a novel approach to pathline visualization, which we call Virtual Tubelets. It employs billboarding techniques in combination with suitable textures in order to create the illusion of solid tubes, thus efficiently and unambiguously depicting large amounts of particle trajectories at interactive frame rates. By choosing an appropriate orientation for the billboards, certain issues concerning immersive displays with multiple projection screens are resolved, which allows for an unrestricted use in virtual environments as well. Using modern graphics hardware with programmable vertex and pixel pipelines results in an additional speed-up of the rendering process and a further improvement of image quality. This creates a nearly perfect illusion of tubular geometry, including plausible intersections and consistent illumination with the rest of the scene. The efficiency of our approach is proven by comparing rendering speed and visual quality of Virtual Tubelets to that of conventional, polygonal tube renderings.