Imaging vector fields using line integral convolution
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Interactive visualization of ocean circulation models
Proceedings of the 7th conference on Visualization '96
Applications of pixel textures in visualization and realistic image synthesis
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Visualizing planar vector fields with normal component using line integral convolution
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
A level-set method for flow visualization
Proceedings of the conference on Visualization '00
Image based flow visualization
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Lagrangian-Eulerian advection for unsteady flow visualization
Proceedings of the conference on Visualization '01
Flow Visualization with Surface Particles
IEEE Computer Graphics and Applications
Three Ways to Show 3D Fluid Flow
IEEE Computer Graphics and Applications
AGP: Ocean Model Flow Visualization
IEEE Computer Graphics and Applications
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Visualization and analysis of eddies in a global ocean simulation
EuroVis'11 Proceedings of the 13th Eurographics / IEEE - VGTC conference on Visualization
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Ocean model simulations commonly assume the ocean is hydrostatic, resulting in near zero vertical motion. The vertical motion found is typically associated with the variations of the thermocline depth over time, which are mainly a result of the development and movement of ocean fronts, eddies, and internal waves. A new technique, extended from Lagrangian-Eulerian Advection, is presented to help understand the variation of vertical motion associated with the change in thermocline depth over time. A time surface is correctly deformed in a single direction according to the flow. The evolution of the time surface is computed via a mixture of Eulerian and Lagrangian techniques. The dominant horizontal motion is textured onto the surface using texture advection, while both the horizontal and vertical motions are used to displace the surface. The resulting surface is shaded for enhanced contrast. Timings indicate that the overhead over standard 2D texture advection is no more than 12%.