Random number generation and quasi-Monte Carlo methods
Random number generation and quasi-Monte Carlo methods
Imaging vector fields using line integral convolution
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Image-guided streamline placement
SIGGRAPH '96 Proceedings of the 23rd 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
UFLIC: a line integral convolution algorithm for visualizing unsteady flows
VIS '97 Proceedings of the 8th conference on Visualization '97
The motion map: efficient computation of steady flow animations
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
Interactive 3D flow visualization using a streamrunner
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Image based flow visualization
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient Streamline, Streamribbon, and Streamtube Constructions on Unstructured Grids
IEEE Transactions on Visualization and Computer Graphics
Fast Display of Illuminated Field Lines
IEEE Transactions on Visualization and Computer Graphics
Animating Flow Fields: Rendering of Oriented Line Integral Convolution
CA '97 Proceedings of the Computer Animation
The haloed line effect for hidden line elimination.
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
FAST: a multi-processed environment for visualization of computational fluid dynamics
VIS '90 Proceedings of the 1st conference on Visualization '90
Flow volumes for interactive vector field visualization
VIS '93 Proceedings of the 4th conference on Visualization '93
Texture splats for 3D scalar and vector field visualization
VIS '93 Proceedings of the 4th conference on Visualization '93
Multi-Dimensional Transfer Functions for Interactive 3D Flow Visualization
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
UberFlow: a GPU-based particle engine
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Texture-Based Visualization of Unsteady 3D Flow by Real-Time Advection and Volumetric Illumination
IEEE Transactions on Visualization and Computer Graphics
Sorting networks and their applications
AFIPS '68 (Spring) Proceedings of the April 30--May 2, 1968, spring joint computer conference
Image-Based Streamline Generation and Rendering
IEEE Transactions on Visualization and Computer Graphics
Interactive visual exploration of unsteady 3D flows
EUROVIS'07 Proceedings of the 9th Joint Eurographics / IEEE VGTC conference on Visualization
Structure-accentuating dense flow visualization
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Hi-index | 0.00 |
We present a flow visualization technique based on rendering geometry in a dense, uniform distribution. Flow is integrated using particle advection. By adopting ideas from texture-based techniques and taking advantage of parallelism and programmability of contemporary graphics hardware, we generate streamlines and pathlines addressing both steady and unsteady flow. Pipelining is used to manage seeding, advection, and expiration of streamlines/ pathlines with constant lifetime. We achieve high numerical accuracy by enforcing short particle lifetimes and employing a fourth-order integration method. The occlusion problem inherent to dense volumetric representations is addressed by applying multi-dimensional transfer functions (MDTFs), restricting particle attenuation to regions of certain physical behavior, or features. Geometry is rendered in graphics hardware using techniques such as depth sorting, illumination, haloing, flow orientation, and depth-based color attenuation to enhance visual perception. We achieve dense geometric three-dimensional flow visualization with interactive frame rates.