Helgeland Anders, Elboth Thomas
University of Oslo and the University Graduate Center, Unik, Kjeller, Norway.
IEEE Trans Vis Comput Graph. 2006 Nov-Dec;12(6):1535-46. doi: 10.1109/TVCG.2006.95.
In this paper, we present an interactive texture-based method for visualizing three-dimensional unsteady vector fields. The visualization method uses a sparse and global representation of the flow, such that it does not suffer from the same perceptual issues as is the case for visualizing dense representations. The animation is made by injecting a collection of particles evenly distributed throughout the physical domain. These particles are then tracked along their path lines. At each time step, these particles are used as seed points to generate field lines using any vector field such as the velocity field or vorticity field. In this way, the animation shows the advection of particles while each frame in the animation shows the instantaneous vector field. In order to maintain a coherent particle density and to avoid clustering as time passes, we have developed a novel particle advection strategy which produces approximately evenly-spaced field lines at each time step. To improve rendering performance, we decouple the rendering stage from the preceding stages of the visualization method. This allows interactive exploration of multiple fields simultaneously, which sets the stage for a more complete analysis of the flow field. The final display is rendered using texture-based direct volume rendering.
在本文中,我们提出了一种基于交互式纹理的方法来可视化三维非定常矢量场。该可视化方法使用流场的稀疏全局表示,因此不会像可视化密集表示那样存在相同的感知问题。动画通过在整个物理域中均匀分布地注入一组粒子来制作。然后沿着这些粒子的迹线对其进行跟踪。在每个时间步,这些粒子被用作种子点,使用诸如速度场或涡度场等任何矢量场来生成场线。通过这种方式,动画展示了粒子的平流,而动画中的每一帧都展示了瞬时矢量场。为了保持连贯的粒子密度并避免随着时间推移出现聚类,我们开发了一种新颖的粒子平流策略,该策略在每个时间步产生近似均匀分布的场线。为了提高渲染性能,我们将渲染阶段与可视化方法的先前阶段解耦。这允许同时对多个场进行交互式探索,为更全面地分析流场奠定了基础。最终显示使用基于纹理的直接体绘制进行渲染。