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Animation of Orthogonal Texture Patterns for Vector Field Visualization

机译:用于矢量场可视化的正交纹理图案的动画

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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.
机译:本文介绍了二维流形上的正交矢量场可视化:用垂直于输入矢量场的线表示。线条图案是通过线条积分卷积(LIC)生成的。该可视化与基于沿矢量场的运动的动画相结合。线方向与动画方向的这种解耦使我们能够独立于沿LIC线型的长度尺度来选择沿运动方向的空间频率。视觉研究表明,将局部运动检测器调整到纹理的某些空间频率,并且上述解耦使我们能够生成针对运动感知优化的空间频率。此外,我们介绍了一种组合的可视化方法,该方法采用正交LIC模式以及常规的切线流线型LIC模式,以便从这两种可视化方法的优点中受益。另外,描述了一种滤波过程以实现正交向量场可视化的一致且在时间上一致的动画。根据可视化质量和速度比较和讨论了不同的过滤器内核和过滤器方法。我们为曲面上的2D平面矢量场和切向矢量场呈现了各自的可视化算法,并证明这些算法适用于高效且交互式的GPU实现。

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