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Visualizing 3D velocity fields near contour surfaces

机译:可视化轮廓表面附近的3D速度场

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Vector field rendering is difficult in 3D because the vector icons overlap and hide each other. We propose four different techniques for visualizing vector fields only near surfaces. The first uses motion blurred particles in a thickened region around the surface. The second uses a voxel grid to contain integral curves of the vector field. The third uses many antialiased lines through the surface, and the fourth uses hairs sprouting from the surface and then bending in the direction of the vector field. All the methods use the graphics pipeline, allowing real time rotation and interaction, and the first two methods can animate the texture to move in the flow determined by the velocity field.
机译:矢量场渲染在3D中很困难,因为矢量图标相互重叠并且彼此隐藏。我们提出了四种不同的技术来仅在表面附近可视化矢量场。第一种方法是在表面周围的加厚区域中使用运动模糊的粒子。第二种方法使用体素网格来包含矢量场的积分曲线。第三种使用穿过表面的许多抗锯齿线,第四种使用从表面发芽然后沿向量场方向弯曲的头发。所有方法都使用图形管线,允许实时旋转和交互,并且前两种方法可以对纹理进行动画处理以在由速度场确定的流中移动。

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