5375

Animation of Orthogonal Texture Patterns for Vector Field Visualization

Sven Bachthaler, Daniel Weiskopf
VISUS-(Visualization Research Center), Universitat Stuttgart, Stuttgart, Germany
IEEE Transactions on Visualization and Computer Graphics, 2008

@article{bachthaler2008animation,

   title={Animation of orthogonal texture patterns for vector field visualization},

   author={Bachthaler, S. and Weiskopf, D.},

   journal={IEEE Transactions on Visualization and Computer Graphics},

   pages={741–755},

   year={2008},

   publisher={Published by the IEEE Computer Society}

}

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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; the combination of orthogonal and tangential LIC is achieved by two novel image-space compositing schemes. 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.
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