Pub Date : 2003-10-22DOI: 10.1109/VISUAL.2003.1250386
M. Hadwiger, Christoph Berger, H. Hauser
One of the most important goals in volume rendering is to be able to visually separate and selectively enable specific objects of interest contained in a single volumetric data set, which can be approached by using explicit segmentation information. We show how segmented data sets can be rendered interactively on current consumer graphics hardware with high image quality and pixel-resolution filtering of object boundaries. In order to enhance object perception, we employ different levels of object distinction. First, each object can be assigned an individual transfer function, multiple of which can be applied in a single rendering pass. Second, different rendering modes such as direct volume rendering, iso-surfacing, and non-photorealistic techniques can be selected for each object. A minimal number of rendering passes is achieved by processing sets of objects that share the same rendering mode in a single pass. Third, local compositing modes such as alpha blending and MIP can be selected for each object in addition to a single global mode, thus enabling high-quality two-level volume rendering on GPUs.
{"title":"High-quality two-level volume rendering of segmented data sets on consumer graphics hardware","authors":"M. Hadwiger, Christoph Berger, H. Hauser","doi":"10.1109/VISUAL.2003.1250386","DOIUrl":"https://doi.org/10.1109/VISUAL.2003.1250386","url":null,"abstract":"One of the most important goals in volume rendering is to be able to visually separate and selectively enable specific objects of interest contained in a single volumetric data set, which can be approached by using explicit segmentation information. We show how segmented data sets can be rendered interactively on current consumer graphics hardware with high image quality and pixel-resolution filtering of object boundaries. In order to enhance object perception, we employ different levels of object distinction. First, each object can be assigned an individual transfer function, multiple of which can be applied in a single rendering pass. Second, different rendering modes such as direct volume rendering, iso-surfacing, and non-photorealistic techniques can be selected for each object. A minimal number of rendering passes is achieved by processing sets of objects that share the same rendering mode in a single pass. Third, local compositing modes such as alpha blending and MIP can be selected for each object in addition to a single global mode, thus enabling high-quality two-level volume rendering on GPUs.","PeriodicalId":372131,"journal":{"name":"IEEE Visualization, 2003. VIS 2003.","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131301371","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-10-22DOI: 10.1109/VISUAL.2003.1250389
Christopher S. Co, Bjørn Heckel, H. Hagen, B. Hamann, K. Joy
We present a method to represent unstructured scalar fields at multiple levels of detail. Using a parallelizable classification algorithm to build a cluster hierarchy, we generate a multiresolution representation of a given volumetric scalar data set. The method uses principal component analysis (PCA) for cluster generation and a fitting technique based on radial basis functions (RBFs). Once the cluster hierarchy has been generated, we utilize a variety of techniques for extracting different levels of detail. The main strength of this work is its generality. Regardless of grid type, this method can be applied to any discrete scalar field representation, even one given as a "point cloud".
{"title":"Hierarchical clustering for unstructured volumetric scalar fields","authors":"Christopher S. Co, Bjørn Heckel, H. Hagen, B. Hamann, K. Joy","doi":"10.1109/VISUAL.2003.1250389","DOIUrl":"https://doi.org/10.1109/VISUAL.2003.1250389","url":null,"abstract":"We present a method to represent unstructured scalar fields at multiple levels of detail. Using a parallelizable classification algorithm to build a cluster hierarchy, we generate a multiresolution representation of a given volumetric scalar data set. The method uses principal component analysis (PCA) for cluster generation and a fitting technique based on radial basis functions (RBFs). Once the cluster hierarchy has been generated, we utilize a variety of techniques for extracting different levels of detail. The main strength of this work is its generality. Regardless of grid type, this method can be applied to any discrete scalar field representation, even one given as a \"point cloud\".","PeriodicalId":372131,"journal":{"name":"IEEE Visualization, 2003. VIS 2003.","volume":"9 11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131009696","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-10-22DOI: 10.1109/VISUAL.2003.1250377
A. Telea, J. V. Wijk
We present a hardware-accelerated method for visualizing 3D flow fields. The method is based on insertion, advection, and decay of dye. To this aim, we extend the texture-based IBFV technique presented by van Wijk (2001) for 2D flow visualization in two main directions. First, we decompose the 3D flow visualization problem in a series of 2D instances of the mentioned IBFV technique. This makes our method benefit from the hardware acceleration the original IBFV technique introduced. Secondly, we extend the concept of advected gray value (or color) noise by introducing opacity (or matter) noise. This allows us to produce sparse 3D noise pattern advections, thus address the occlusion problem inherent to 3D flow visualization. Overall, the presented method delivers interactively animated 3D flow, uses only standard OpenGL 1.1 calls and 2D textures, and is simple to understand and implement.
{"title":"3D IBFV: hardware-accelerated 3D flow visualization","authors":"A. Telea, J. V. Wijk","doi":"10.1109/VISUAL.2003.1250377","DOIUrl":"https://doi.org/10.1109/VISUAL.2003.1250377","url":null,"abstract":"We present a hardware-accelerated method for visualizing 3D flow fields. The method is based on insertion, advection, and decay of dye. To this aim, we extend the texture-based IBFV technique presented by van Wijk (2001) for 2D flow visualization in two main directions. First, we decompose the 3D flow visualization problem in a series of 2D instances of the mentioned IBFV technique. This makes our method benefit from the hardware acceleration the original IBFV technique introduced. Secondly, we extend the concept of advected gray value (or color) noise by introducing opacity (or matter) noise. This allows us to produce sparse 3D noise pattern advections, thus address the occlusion problem inherent to 3D flow visualization. Overall, the presented method delivers interactively animated 3D flow, uses only standard OpenGL 1.1 calls and 2D textures, and is simple to understand and implement.","PeriodicalId":372131,"journal":{"name":"IEEE Visualization, 2003. VIS 2003.","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130666877","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-10-22DOI: 10.1109/VISUAL.2003.1250362
T. Urness, V. Interrante, I. Marusic, E. Longmire, B. Ganapathisubramani
In this paper we offer several new insights and techniques for effectively using color and texture to simultaneously convey information about multiple 2D scalar and vector distributions, in a way that facilitates allowing each distribution to be understood both individually and in the context of one or more of the other distributions. Specifically, we introduce the concepts of: color weaving for simultaneously representing information about multiple co-located color encoded distributions; and texture stitching for achieving more spatially accurate multi-frequency line integral convolution representations of combined scalar and vector distributions. The target application for our research is the definition, detection and visualization of regions of interest in a turbulent boundary layer flow at moderate Reynolds number. In this work, we examine and analyze streamwise-spanwise planes of three-component velocity vectors with the goal of identifying and characterizing spatially organized packets of hairpin vortices.
{"title":"Effectively visualizing multi-valued flow data using color and texture","authors":"T. Urness, V. Interrante, I. Marusic, E. Longmire, B. Ganapathisubramani","doi":"10.1109/VISUAL.2003.1250362","DOIUrl":"https://doi.org/10.1109/VISUAL.2003.1250362","url":null,"abstract":"In this paper we offer several new insights and techniques for effectively using color and texture to simultaneously convey information about multiple 2D scalar and vector distributions, in a way that facilitates allowing each distribution to be understood both individually and in the context of one or more of the other distributions. Specifically, we introduce the concepts of: color weaving for simultaneously representing information about multiple co-located color encoded distributions; and texture stitching for achieving more spatially accurate multi-frequency line integral convolution representations of combined scalar and vector distributions. The target application for our research is the definition, detection and visualization of regions of interest in a turbulent boundary layer flow at moderate Reynolds number. In this work, we examine and analyze streamwise-spanwise planes of three-component velocity vectors with the goal of identifying and characterizing spatially organized packets of hairpin vortices.","PeriodicalId":372131,"journal":{"name":"IEEE Visualization, 2003. VIS 2003.","volume":"93 1-2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132433601","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-10-22DOI: 10.1109/VISUAL.2003.1250427
E. W. Bethel, G. Abram, J. Shalf, R. Frank, J. Ahrens, S. Parker, N. Samatova, Mark C. Miller
Author(s): Bethel, E. Wes | Abstract: The scientific visualization community faces a crisis: there exist many individual tools that can be used to perform visualization, but there is little, if any, hope of being able to use tools from different sources as part of a single application. As a result, our community is fractured, and can be characterized as "islands of capability." The purpose of this panel is to probe the issues that prevent such interoperability, and engage in frank discussion about how our community can rectify these maladies. The issues to be discussed include but are not limited to: (1)lack of "standards" for data storage and modelling of N-dimensional scientific data, similar to those used for raster image files; (2)lack of "standard" interfaces for common visualization tools; (3)the visualization needs of the computational science research community, who are the primary consumers of technology from the visualization community; (4)lack of organization within our community to push for definition and adoption of such "standards;" (5)lack of organization within our community to serve as a "broker" and "promoter" for tools that might conform to even the weakest of standards. The panelist lineup represents a diverse cross-section of expertise and opinions about the panel topic. The panelists themselves are in disagreement about the severity of the problem, and potential solutions. The topic of this panel is highly germane to future growth of visualization as a science, and promises to be highly engaging for panelists and audience members alike.
{"title":"Interoperability of visualization software and data models is not an achievable goal","authors":"E. W. Bethel, G. Abram, J. Shalf, R. Frank, J. Ahrens, S. Parker, N. Samatova, Mark C. Miller","doi":"10.1109/VISUAL.2003.1250427","DOIUrl":"https://doi.org/10.1109/VISUAL.2003.1250427","url":null,"abstract":"Author(s): Bethel, E. Wes | Abstract: The scientific visualization community faces a crisis: there exist many individual tools that can be used to perform visualization, but there is little, if any, hope of being able to use tools from different sources as part of a single application. As a result, our community is fractured, and can be characterized as \"islands of capability.\" The purpose of this panel is to probe the issues that prevent such interoperability, and engage in frank discussion about how our community can rectify these maladies. The issues to be discussed include but are not limited to: (1)lack of \"standards\" for data storage and modelling of N-dimensional scientific data, similar to those used for raster image files; (2)lack of \"standard\" interfaces for common visualization tools; (3)the visualization needs of the computational science research community, who are the primary consumers of technology from the visualization community; (4)lack of organization within our community to push for definition and adoption of such \"standards;\" (5)lack of organization within our community to serve as a \"broker\" and \"promoter\" for tools that might conform to even the weakest of standards. The panelist lineup represents a diverse cross-section of expertise and opinions about the panel topic. The panelists themselves are in disagreement about the severity of the problem, and potential solutions. The topic of this panel is highly germane to future growth of visualization as a science, and promises to be highly engaging for panelists and audience members alike.","PeriodicalId":372131,"journal":{"name":"IEEE Visualization, 2003. VIS 2003.","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131105115","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-10-22DOI: 10.1109/VISUAL.2003.1250395
M. Halle, J. Meng
LightKit is a system for lighting three-dimensional synthetic scenes. LightKit simplifies the task of producing visually pleasing, easily interpretable images for visualization while making it harder to produce results where the scene illumination distracts from the visualization process. LightKit is based on lighting designs developed by artists and photographers and shown in previous studies to enhance shape perception. A key light provides natural overhead illumination of the scene, augmented by fill, head, and back lights. By default, lights are attached to a normalized, subject-centric, camera-relative coordinate frame to ensure consistent lighting independent of camera location or orientation. This system allows all lights to be positioned by specifying just six parameters. The intensity of each light is specified as a ratio to the key light intensity, allowing the scene's brightness to be adjusted using a single parameter. The color of each light is specified by a single normalized color parameter called warmth that is based on color temperature of natural sources. LightKit's default values for light position, intensity, and color are chosen to produce good results for a variety of scenes. LightKit is designed to work with both hardware graphics systems and, potentially, higher quality off-line rendering systems. We provide examples of images created using a LightKit implementation within the VTK visualization toolkit software framework.
{"title":"LightKit: a lighting system for effective visualization","authors":"M. Halle, J. Meng","doi":"10.1109/VISUAL.2003.1250395","DOIUrl":"https://doi.org/10.1109/VISUAL.2003.1250395","url":null,"abstract":"LightKit is a system for lighting three-dimensional synthetic scenes. LightKit simplifies the task of producing visually pleasing, easily interpretable images for visualization while making it harder to produce results where the scene illumination distracts from the visualization process. LightKit is based on lighting designs developed by artists and photographers and shown in previous studies to enhance shape perception. A key light provides natural overhead illumination of the scene, augmented by fill, head, and back lights. By default, lights are attached to a normalized, subject-centric, camera-relative coordinate frame to ensure consistent lighting independent of camera location or orientation. This system allows all lights to be positioned by specifying just six parameters. The intensity of each light is specified as a ratio to the key light intensity, allowing the scene's brightness to be adjusted using a single parameter. The color of each light is specified by a single normalized color parameter called warmth that is based on color temperature of natural sources. LightKit's default values for light position, intensity, and color are chosen to produce good results for a variety of scenes. LightKit is designed to work with both hardware graphics systems and, potentially, higher quality off-line rendering systems. We provide examples of images created using a LightKit implementation within the VTK visualization toolkit software framework.","PeriodicalId":372131,"journal":{"name":"IEEE Visualization, 2003. VIS 2003.","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124110666","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-10-22DOI: 10.1109/VISUAL.2003.1250409
J. Jang, W. Ribarsky, Chris Shaw, Peter Wonka
In this paper a new quadric-based view-dependent simplification scheme is presented. The scheme provides a method to connect mesh simplification controlled by a quadric error metric with a level-of-detail hierarchy that is accessed continuously and efficiently based on current view parameters. A variety of methods for determining the screen-space metric for the view calculation are implemented and evaluated, including an appearance-preserving method that has both geometry- and texture-preserving aspects. Results are presented and compared for a variety of models.
{"title":"Appearance-preserving view-dependent visualization","authors":"J. Jang, W. Ribarsky, Chris Shaw, Peter Wonka","doi":"10.1109/VISUAL.2003.1250409","DOIUrl":"https://doi.org/10.1109/VISUAL.2003.1250409","url":null,"abstract":"In this paper a new quadric-based view-dependent simplification scheme is presented. The scheme provides a method to connect mesh simplification controlled by a quadric error metric with a level-of-detail hierarchy that is accessed continuously and efficiently based on current view parameters. A variety of methods for determining the screen-space metric for the view calculation are implemented and evaluated, including an appearance-preserving method that has both geometry- and texture-preserving aspects. Results are presented and compared for a variety of models.","PeriodicalId":372131,"journal":{"name":"IEEE Visualization, 2003. VIS 2003.","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121184402","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-10-22DOI: 10.1109/VISUAL.2003.1250408
M. Isenburg, Peter Lindstrom, S. Gumhold, J. Snoeyink
In this paper we show how out-of-core mesh processing techniques can be adapted to perform their computations based on the new processing sequence paradigm (Isenburg, et al., 2003), using mesh simplification as an example. We believe that this processing concept will also prove useful for other tasks, such a parameterization, remeshing, or smoothing, for which currently only in-core solutions exist. A processing sequence represents a mesh as a particular interleaved ordering of indexed triangles and vertices. This representation allows streaming very large meshes through main memory while maintaining information about the visitation status of edges and vertices. At any time, only a small portion of the mesh is kept in-core, with the bulk of the mesh data residing on disk. Mesh access is restricted to a fixed traversal order, but full connectivity and geometry information is available for the active elements of the traversal. This provides seamless and highly efficient out-of-core access to very large meshes for algorithms that can adapt their computations to this fixed ordering. The two abstractions that are naturally supported by this representation are boundary-based and buffer-based processing. We illustrate both abstractions by adapting two different simplification methods to perform their computation using a prototype of our mesh processing sequence API. Both algorithms benefit from using processing sequences in terms of improved quality, more efficient execution, and smaller memory footprints.
在本文中,我们以网格简化为例,展示了如何根据新的处理序列范式(Isenburg, et al., 2003)适应核外网格处理技术来执行计算。我们相信这种处理概念也将被证明对其他任务有用,例如参数化,重网格或平滑,目前只有核心解决方案存在。处理序列将网格表示为索引三角形和顶点的特定交错顺序。这种表示允许通过主存储器传输非常大的网格,同时保持有关边和顶点访问状态的信息。在任何时候,只有一小部分网格保存在核心中,大部分网格数据驻留在磁盘上。网格访问仅限于固定的遍历顺序,但遍历的活动元素可以获得完整的连通性和几何信息。这为算法提供了对非常大的网格的无缝和高效的核外访问,可以使它们的计算适应这种固定的顺序。这种表示自然支持的两种抽象是基于边界的处理和基于缓冲区的处理。我们通过采用两种不同的简化方法来演示这两种抽象,并使用我们的网格处理序列API的原型来执行它们的计算。这两种算法都受益于使用处理序列,因为它们可以提高质量、提高执行效率和减少内存占用。
{"title":"Large mesh simplification using processing sequences","authors":"M. Isenburg, Peter Lindstrom, S. Gumhold, J. Snoeyink","doi":"10.1109/VISUAL.2003.1250408","DOIUrl":"https://doi.org/10.1109/VISUAL.2003.1250408","url":null,"abstract":"In this paper we show how out-of-core mesh processing techniques can be adapted to perform their computations based on the new processing sequence paradigm (Isenburg, et al., 2003), using mesh simplification as an example. We believe that this processing concept will also prove useful for other tasks, such a parameterization, remeshing, or smoothing, for which currently only in-core solutions exist. A processing sequence represents a mesh as a particular interleaved ordering of indexed triangles and vertices. This representation allows streaming very large meshes through main memory while maintaining information about the visitation status of edges and vertices. At any time, only a small portion of the mesh is kept in-core, with the bulk of the mesh data residing on disk. Mesh access is restricted to a fixed traversal order, but full connectivity and geometry information is available for the active elements of the traversal. This provides seamless and highly efficient out-of-core access to very large meshes for algorithms that can adapt their computations to this fixed ordering. The two abstractions that are naturally supported by this representation are boundary-based and buffer-based processing. We illustrate both abstractions by adapting two different simplification methods to perform their computation using a prototype of our mesh processing sequence API. Both algorithms benefit from using processing sequences in terms of improved quality, more efficient execution, and smaller memory footprints.","PeriodicalId":372131,"journal":{"name":"IEEE Visualization, 2003. VIS 2003.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115438170","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-07-01DOI: 10.1109/VISUAL.2003.1250423
Uc Davis, O. Kreylos, B. Hamann, N. Max, S. Crivelli, E. W. Bethel
We describe an interactive visualization and modeling program for the creation of protein structures "from scratch." The input to our program is an amino acid sequence - decoded from a gene - and a sequence of predicted secondary structure types for each amino acid - provided by external structure prediction programs. Our program can be used in the set-up phase of a protein structure prediction process; the structures created with it serve as input for a subsequent global internal energy minimization, or another method of protein structure prediction. Our program supports basic visualization methods for protein structures, interactive manipulation based on inverse kinematics, and visualization guides to aid a user in creating "good" initial structures.
{"title":"Interactive protein manipulation","authors":"Uc Davis, O. Kreylos, B. Hamann, N. Max, S. Crivelli, E. W. Bethel","doi":"10.1109/VISUAL.2003.1250423","DOIUrl":"https://doi.org/10.1109/VISUAL.2003.1250423","url":null,"abstract":"We describe an interactive visualization and modeling program for the creation of protein structures \"from scratch.\" The input to our program is an amino acid sequence - decoded from a gene - and a sequence of predicted secondary structure types for each amino acid - provided by external structure prediction programs. Our program can be used in the set-up phase of a protein structure prediction process; the structures created with it serve as input for a subsequent global internal energy minimization, or another method of protein structure prediction. Our program supports basic visualization methods for protein structures, interactive manipulation based on inverse kinematics, and visualization guides to aid a user in creating \"good\" initial structures.","PeriodicalId":372131,"journal":{"name":"IEEE Visualization, 2003. VIS 2003.","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121113493","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.1109/visual.2003.1250379
Xiaoqiang Zheng, A. Pang
We introduce a new method for visualizing symmetric tensor fields. The technique produces images and animations reminiscent of line integral convolution (LIC). The technique is also slightly related to hyperstreamlines in that it is used to visualize tensor fields. However, the similarity ends there. HyperLIC uses a multi-pass approach to show the anisotropic properties in a 2D or 3D tensor field. We demonstrate this technique using data sets from computational fluid dynamics as well as diffusion-tensor MRI.
{"title":"HyperLIC","authors":"Xiaoqiang Zheng, A. Pang","doi":"10.1109/visual.2003.1250379","DOIUrl":"https://doi.org/10.1109/visual.2003.1250379","url":null,"abstract":"We introduce a new method for visualizing symmetric tensor fields. The technique produces images and animations reminiscent of line integral convolution (LIC). The technique is also slightly related to hyperstreamlines in that it is used to visualize tensor fields. However, the similarity ends there. HyperLIC uses a multi-pass approach to show the anisotropic properties in a 2D or 3D tensor field. We demonstrate this technique using data sets from computational fluid dynamics as well as diffusion-tensor MRI.","PeriodicalId":372131,"journal":{"name":"IEEE Visualization, 2003. VIS 2003.","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123510250","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}