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用于矢量场可视化的正交纹理图案动画。

Animation of orthogonal texture patterns for vector field visualization.

作者信息

Bachthaler Sven, Weiskopf Daniel

机构信息

VISUS, Visualization Research Center, Universität Stuttgart, Nobelstrasse, Stuttgart, Germany.

出版信息

IEEE Trans Vis Comput Graph. 2008 Jul-Aug;14(4):741-55. doi: 10.1109/TVCG.2008.36.

DOI:10.1109/TVCG.2008.36
PMID:18467751
Abstract

This paper introduces orthogonal vector field visualization on 2D manifolds: a representation by lines that are perpendicular to the input vector field. Line patterns are generated by line integral convolution (LIC). This visualization is combined with animation based on motion along the vector field. This decoupling of the line direction from the direction of animation allows us to choose the spatial frequencies along the direction of motion independently from the length scales along the LIC line patterns. Vision research indicates that local motion detectors are tuned to certain spatial frequencies of textures, and the above decoupling enables us to generate spatial frequencies optimized for motion perception. Furthermore, we introduce a combined visualization that employs orthogonal LIC patterns together with conventional, tangential streamline LIC patterns in order to benefit from the advantages of these two visualization approaches. In addition, a filtering process is described to achieve a consistent and temporally coherent animation of orthogonal vector field visualization. Different filter kernels and filter methods are compared and discussed in terms of visualization quality and speed. We present respective visualization algorithms for 2D planar vector fields and tangential vector fields on curved surfaces, and demonstrate that those algorithms lend themselves to efficient and interactive GPU implementations.

摘要

本文介绍了二维流形上的正交向量场可视化

一种用与输入向量场垂直的线来表示的方法。线图案由线积分卷积(LIC)生成。这种可视化与基于沿向量场运动的动画相结合。线方向与动画方向的这种解耦使我们能够独立于沿LIC线图案的长度尺度来选择沿运动方向的空间频率。视觉研究表明,局部运动检测器会针对纹理的某些空间频率进行调整,上述解耦使我们能够生成针对运动感知进行优化的空间频率。此外,我们引入了一种组合可视化方法,该方法将正交LIC图案与传统的切向流线LIC图案一起使用,以便从这两种可视化方法的优点中受益。此外,还描述了一种滤波过程,以实现正交向量场可视化的一致且时间连贯的动画。在可视化质量和速度方面对不同的滤波内核和滤波方法进行了比较和讨论。我们给出了二维平面向量场和曲面上切向向量场的相应可视化算法,并证明这些算法适用于高效且交互式的GPU实现。

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