The design and analysis of spatial data structures
The design and analysis of spatial data structures
Application-controlled demand paging for out-of-core visualization
VIS '97 Proceedings of the 8th conference on Visualization '97
Interactive Time-Dependent Particle Tracing Using Tetrahedral Decomposition
IEEE Transactions on Visualization and Computer Graphics
Out-of-Core Streamline Visualization on Large Unstructured Meshes
IEEE Transactions on Visualization and Computer Graphics
Visualization in computational fluid dynamics: a case study
VIS '91 Proceedings of the 2nd conference on Visualization '91
UFAT: a particle tracer for time-dependent flow fields
VIS '94 Proceedings of the conference on Visualization '94
Particle Flurries: Synoptic 3D Pulsatile Flow Visualization
IEEE Computer Graphics and Applications
Immersive out-of-core visualization of large-size and long-timescale molecular dynamics trajectories
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part II
Earth and planetary system science game engine
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
A case study: visualizing material point method data
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
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Real-time visualization of particle traces in virtual environments can aid in the exploration and analysis of complex three dimensional vector fields. This paper introduces a scalable method suitable for the interactive visualization of large time-varying vector fields on commodity hardware. A real-time data streaming and visualization approach and its out-of-core scheme for the pre-processing and rendering of data are described. The presented approach yields low-latency application start-up times and small memory footprints. A proof of concept systems was implemented on a low-cost Linux workstation equipped with spatial tracking hardware, data gloves and shutter glasses. The system was used to implement a virtual wind tunnel in which a volumetric particle injector can introduce up to 60000 particles into the flow field while an interactive rendering performance of 60 frames per second is maintained.