Flow Visualization Flow Visualization CS 176 Spring 2011 1 Fluid - - PowerPoint PPT Presentation

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Flow Visualization Flow Visualization CS 176 Spring 2011 1 Fluid - - PowerPoint PPT Presentation

Flow Visualization Flow Visualization CS 176 Spring 2011 1 Fluid Simulation a Looking at vector fields g how? Bolz et al. Laidlaw et al. CS 176 Spring 2011 2 Field Visualization V a a Stalling et al. Cabral et al. Stalling


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Flow Visualization Flow Visualization

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Fluid Simulation a

Looking at vector fields… g

 how?

Bolz et al. Laidlaw et al.

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Field Visualization V a a

Stalling et al. Cabral et al. Stalling et al.

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Methods

Physical analogies y g

 particle advection

 static or dynamic  static or dynamic

 ink advection

Issues:

Bolz et al.

Issues:

 missing important detail

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Texture Methods x r

Advection

 advect texture coordinates with

velocity; display regular grid with velocity; display regular grid with

  • riginal texture

 next time step: use previous texture  next time step: use previous texture  blend with exponential decay

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Line Integral Convltn. ra v

Continuous version

 integral curves of the flow  particles in flow  follow one traj.

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Integrate Along Flow ra A w

Integrate nois noise g

 output pixel:  high correlation along flow

noise texture

 high correlation along flow  low correlation orthogonal to flow

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Making it Fast ak a

Pixels along path are correlated g p

 curve tracing for each output pixel

far to expensive far to expensive

 step along curve!  accumulate results in pixels crossed  renormalize at end

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Details a

Streamline integration g

 high order integrator recommended

 may make LARGE steps  may make LARGE steps  need to interpolate along path

 aliasing…

 step size 1/2 of texture cell

p

 path length: 1/10 image size

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Animation A a

Slide integration along streamline g g

 blend multiple images with different

phases phases

 contrast and brightness (renormalize)

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Image Based Flow Viz a a w V

Treat images as basic primitive g p

 LIC as blending of advected images

 setup mesh with advected texture  setup mesh with advected texture

coordinates

 render and blend; repeat  render and blend; repeat

 what image?

 random noise (gives standard LIC)

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(g )

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What Image? W a a

Issues to consider

 aliasing in time and space

 pink not white noise  pink, not white noise

 contrast, boundaries

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Nice Example xa

van Wijk’s ibfv program j p g

 testbed for visualization

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Direct Visualization r V a a

Integral curves as shaded lines g

 “hair” like analogy  how to shade lines?  how to shade lines?  usually objects co-D 1

New shading model

 objects of co D 2  objects of co-D 2  think cylinders of infinitesimal size

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Shaded Lines a

What normal?

 standard model

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Implementation a

Shading is function of L, T, V g , ,

 texture lookup  inner products via texture xform  inner products via texture xform

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Details a

Implementation p

 shading too bright: for diffuse  add transparency: “wispy” tails

h d

 how to seed stream lines?

 user driven  Monte Carlo; Voronoi  divergence… (reseed)

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g

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Papers a r

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