Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Spot noise texture synthesis for data visualization
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Direct volume visualization of three-dimensional vector fields
VVS '92 Proceedings of the 1992 workshop on Volume visualization
Imaging vector fields using line integral convolution
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Fast and resolution independent line integral convolution
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Visualizing vector fields using line integral convolution and dye advection
Proceedings of the 1996 symposium on Volume visualization
Interactive visualization of 3D-vector fields using illuminated stream lines
Proceedings of the 7th conference on Visualization '96
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
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Fast CSG voxelization by frame buffer pixel mapping
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Image based flow visualization
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A New Line Integral Convolution Algorithm for Visualizing Time-Varying Flow Fields
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Constructing stream surfaces in steady 3D vector fields
VIS '92 Proceedings of the 3rd conference on Visualization '92
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
GI '04 Proceedings of the 2004 Graphics Interface Conference
Interactive Volume Rendering of Thin Thread Structures within Multivalued Scientific Data Sets
IEEE Transactions on Visualization and Computer Graphics
Visualization of Vector Fields Using Seed LIC and Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Rendering Implicit Flow Volumes
VIS '04 Proceedings of the conference on Visualization '04
A Particle System for Interactive Visualization of 3D Flows
IEEE Transactions on Visualization and Computer Graphics
High-Quality and Interactive Animations of 3D Time-Varying Vector Fields
IEEE Transactions on Visualization and Computer Graphics
Image-Based Streamline Generation and Rendering
IEEE Transactions on Visualization and Computer Graphics
Particle-based fluid flow visualization on meshes
Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Novel geometrical voxelization approach with application to streamlines
Journal of Computer Science and Technology
Integrating particle dispersion models into real-time virtual environments
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
Real-time advection and volumetric illumination for the visualization of 3D unsteady flow
EUROVIS'05 Proceedings of the Seventh Joint Eurographics / IEEE VGTC conference on Visualization
Hi-index | 0.00 |
In this paper we present an interactive texture-based technique for visualizing three-dimensional vector fields. The goal of the algorithm is to provide a general volume rendering framework allowing the user to compute three-dimensional flow textures interactively, and to modify the appearance of the visualization on the fly. To achieve our goal, we decouple the visualization pipeline into two disjoint stages. First, streamlines are generated from the 3D vector data. Various geometric properties of the streamlines are extracted and converted into a volumetric form using a hardware-assisted slice sweeping algorithm. In the second phase of the algorithm, the attributes stored in the volume are used as texture coordinates to look up an appearance texture to generate both informative and aesthetic representations of the underlying vector field. Users can change the input textures and instantaneously visualize the rendering results. With our algorithm, visualizations with enhanced structural perception using various visual cues can be rendered in real time. A myriad of existing geometry-based and texture-based visualization techniques can also be emulated.