Shen Han-Wei, Li Guo-Shi, Bordoloi Udeepta D
Department of Computer and Information Science, The Ohio State University, Columbus, OH 43210, USA.
IEEE Trans Vis Comput Graph. 2004 Jul-Aug;10(4):434-45. doi: 10.1109/TVCG.2004.13.
In this paper, we present an interactive texture-based algorithm for visualizing three-dimensional steady and unsteady 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, flow lines are generated from the 3D vector data. Various geometric properties of the flow paths 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 vector field. Our algorithm allows the user to interactively navigate through different regions of interest in the underlying field and experiment with various appearance textures. 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.
在本文中,我们提出了一种基于交互式纹理的算法,用于可视化三维稳态和非稳态矢量场。该算法的目标是提供一个通用的体绘制框架,允许用户交互式地计算三维流纹理,并即时修改可视化的外观。为了实现我们的目标,我们将可视化管道解耦为两个不相交的阶段。首先,从三维矢量数据生成流线。使用硬件辅助切片扫描算法提取流路径的各种几何属性,并将其转换为体形式。在算法的第二阶段,存储在体中的属性用作纹理坐标,以查找外观纹理,从而生成矢量场的信息性和美观性表示。我们的算法允许用户在底层场的不同感兴趣区域中交互式导航,并试验各种外观纹理。使用我们的算法,可以实时渲染使用各种视觉线索增强结构感知的可视化。还可以模拟无数现有的基于几何和基于纹理的可视化技术。