{"title":"Strategies for effectively visualizing 3D flow with volume LIC","authors":"V. Interrante, C. Grosch","doi":"10.1109/VISUAL.1997.663912","DOIUrl":"https://doi.org/10.1109/VISUAL.1997.663912","url":null,"abstract":"This paper discusses strategies for effectively portraying 3D flow using volume line integral convolution. Issues include defining an appropriate input texture, clarifying the distinct identities and relative depths of the advected texture elements, and selectively highlighting regions of interest in both the input and output volumes. Apart from offering insights into the greater potential of 3D LIC as a method for effectively representing flow in a volume, a principal contribution of this work is the suggestion of a technique for generating and rendering 3D visibility-impeding \"halos\" that can help to intuitively indicate the presence of depth discontinuities between contiguous elements in a projection and thereby clarify the 3D spatial organization of elements in the flow. The proposed techniques are applied to the visualization of a hot, supersonic, laminar jet exiting into a colder, subsonic coflow.","PeriodicalId":225083,"journal":{"name":"Proceedings. Visualization '97 (Cat. No. 97CB36155)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126026014","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}
{"title":"Fast oriented line integral convolution for vector field visualization via the Internet","authors":"R. Wegenkittl, E. Gröller","doi":"10.1109/VISUAL.1997.663897","DOIUrl":"https://doi.org/10.1109/VISUAL.1997.663897","url":null,"abstract":"Oriented line integral convolution (OLIC) illustrates flow fields by convolving a sparse texture with an anisotropic convolution kernel. The kernel is aligned to the underlying flow of the vector field. OLIC does not only show the direction of the flow but also its orientation. The paper presents fast rendering of oriented line integral convolution (FROLIC), which is approximately two orders of magnitude faster than OLIC. Costly convolution operations as done in OLIC are replaced in FROLIC by approximating a streamlet through a set of disks with varying intensity. The issue of overlapping streamlets is discussed. Two efficient animation techniques for animating FROLIC images are described. FROLIC has been implemented as a Java applet. This allows researchers from various disciplines (typically with inhomogenous hardware environments) to conveniently explore and investigate analytically defined 2D vector fields.","PeriodicalId":225083,"journal":{"name":"Proceedings. Visualization '97 (Cat. No. 97CB36155)","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122852325","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}
H. Rushmeier, H. Barrett, P. Rheingans, S. Uselton, Andrew Watson
{"title":"Perceptual Measures For Effective Visualizations","authors":"H. Rushmeier, H. Barrett, P. Rheingans, S. Uselton, Andrew Watson","doi":"10.1109/VISUAL.1997.663934","DOIUrl":"https://doi.org/10.1109/VISUAL.1997.663934","url":null,"abstract":"How do we measure the effectiveness of visualizations? Clearly any metric has to be based on perceptual models, since we are measuring how a display is perceived and interpreted by a human being, Can we build useful metrics to evaluate the value of image content? Can we build metrics for user interaction that can feed back into our visualization systems to improve their effectiveness? Is it impossible to have real metrics for visualization? Are rules of thumb all we have? Can better rules be developed for effectiveness? We will consider imagery used both for photorealistic visualization and scientific visualization. Metrics for static images and dynamic displays will be discussed. The goal of this panel is to promote discussion of research or development that is neededfor improving the measurement of visualization effectiveness. We also hope to promote debate on whether general measurements are possible, or whether all visualization is case specific.","PeriodicalId":225083,"journal":{"name":"Proceedings. Visualization '97 (Cat. No. 97CB36155)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126999491","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}
{"title":"Simplifying polygonal models using successive mappings","authors":"J. Cohen, Dinesh Manocha, M. Olano","doi":"10.1109/VISUAL.1997.663908","DOIUrl":"https://doi.org/10.1109/VISUAL.1997.663908","url":null,"abstract":"We present the use of mapping functions to automatically generate levels of detail with known error bounds for polygonal models. We develop a piece-wise linear mapping function for each simplification operation and use this function to measure deviation of the new surface from both the previous level of detail and from the original surface. In addition, we use the mapping function to compute appropriate texture coordinates if the original map has texture coordinates at its vertices. Our overall algorithm uses edge collapse operations. We present rigorous procedures for the generation of local planar projections as well as for the selection of a new vertex position for the edge collapse operation. As compared to earlier methods, our algorithm is able to compute tight error bounds on surface deviation and produce an entire continuum of levels of detail with mappings between them. We demonstrate the effectiveness of our algorithm on several models: a Ford Bronco consisting of over 300 parts and 70,000 triangles, a textured lion model consisting of 49 parts and 86,000 triangles, and a textured, wrinkled torus consisting of 79,000 triangles.","PeriodicalId":225083,"journal":{"name":"Proceedings. Visualization '97 (Cat. No. 97CB36155)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115165795","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}
{"title":"Architectural walkthroughs using portal textures","authors":"Daniel G. Aliaga, A. Lastra","doi":"10.1109/VISUAL.1997.663903","DOIUrl":"https://doi.org/10.1109/VISUAL.1997.663903","url":null,"abstract":"This paper outlines a method to dynamically replace portals with textures in a cell-partitioned model. The rendering complexity is reduced to the geometry of the current cell thus increasing interactive performance. A portal is a generalization of windows and doors. It connects two adjacent cells (or rooms). Each portal of the current cell that is some distance away from the viewpoint is rendered as a texture. The portal texture (smoothly) returns to geometry when the viewpoint gets close to the portal. This way all portal sequences (not too close to the viewpoint) have a depth complexity of one. The size of each texture and distance at which the transition occurs is configurable for each portal.","PeriodicalId":225083,"journal":{"name":"Proceedings. Visualization '97 (Cat. No. 97CB36155)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134023671","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}
{"title":"Constrained 3D navigation with 2D controllers","authors":"A. Hanson, E. Wernert","doi":"10.1109/VISUAL.1997.663876","DOIUrl":"https://doi.org/10.1109/VISUAL.1997.663876","url":null,"abstract":"Navigation through 3D spaces is required in many interactive graphics and virtual reality applications. The authors consider the subclass of situations in which a 2D device such as a mouse controls smooth movements among viewpoints for a \"through the screen\" display of a 3D world. Frequently, there is a poor match between the goal of such a navigation activity, the control device, and the skills of the average user. They propose a unified mathematical framework for incorporating context-dependent constraints into the generalized viewpoint generation problem. These designer-supplied constraint modes provide a middle ground between the triviality of a single camera animation path and the confusing excess freedom of common unconstrained control paradigms. They illustrate the approach with a variety of examples, including terrain models, interior architectural spaces, and complex molecules.","PeriodicalId":225083,"journal":{"name":"Proceedings. Visualization '97 (Cat. No. 97CB36155)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134610271","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}
{"title":"Visualization of height field data with physical models and texture photomapping","authors":"Dru Clark, M. Bailey","doi":"10.1109/VISUAL.1997.663862","DOIUrl":"https://doi.org/10.1109/VISUAL.1997.663862","url":null,"abstract":"The paper discusses a unique way to visualize height field data-the use of solid fabricated parts with a photomapped texture to display scalar information. In this process, the data in a height field are turned into a 3D solid representation through solid freeform fabrication techniques, in this case laminated object manufacturing. Next, that object is used as a 3D \"photographic plate\" to allow a texture image representing scalar data to be permanently mapped onto it. The paper discusses this process and how it can be used in different visualization situations.","PeriodicalId":225083,"journal":{"name":"Proceedings. Visualization '97 (Cat. No. 97CB36155)","volume":"189 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133633462","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}
{"title":"Interactive visualization of aircraft and power generation engines","authors":"L. Avila, W. Schroeder","doi":"10.1109/VISUAL.1997.663927","DOIUrl":"https://doi.org/10.1109/VISUAL.1997.663927","url":null,"abstract":"Presents a system for interactively visualizing large polygonal environments such as those produced by CAD systems during the design of aircraft and power generation engines. Our method combines view frustum culling with level-of-detail modeling to create a visualization system that supports part motion and has the ability to view arbitrary sets of data. To avoid long system start-up delays due to data loading, we have implemented our system using a dynamic loading strategy. This also allows us to interactively visualize more data than could fit in memory at one time.","PeriodicalId":225083,"journal":{"name":"Proceedings. Visualization '97 (Cat. No. 97CB36155)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133444909","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}
{"title":"Visualization of rotation fields","authors":"M. Livingston","doi":"10.1109/VISUAL.1997.663929","DOIUrl":"https://doi.org/10.1109/VISUAL.1997.663929","url":null,"abstract":"We define a rotation field by extending the notion of a vector field to rotations. A vector field has a vector as a value at each point of its domain; a rotation field has a rotation as a value at each point of its domain. Rotation fields result from mapping the orientation error of tracking systems. We build upon previous methods for the visualization of vector fields, tensor fields and rotations at a point, to visualize a rotation field resulting from calibration of a commonly-used magnetic tracking system.","PeriodicalId":225083,"journal":{"name":"Proceedings. Visualization '97 (Cat. No. 97CB36155)","volume":"357 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124509798","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}
{"title":"Optimized geometry compression for real-time rendering","authors":"M. Chow","doi":"10.1109/VISUAL.1997.663902","DOIUrl":"https://doi.org/10.1109/VISUAL.1997.663902","url":null,"abstract":"Most existing visualization applications use 3D geometry as their basic rendering primitive. As users demand more complex data sets, the memory requirements for retrieving and storing large 3D models are becoming excessive. In addition, the current 3D rendering hardware is facing a large memory bus bandwidth bottleneck at the processor to graphics pipeline interface. Rendering 1 million triangles with 24 bytes per triangle at 30 Hz requires as much as 720 MB/sec memory bus bandwidth. This transfer rate is well beyond the current low-cost graphics systems. A solution is to compress the static 3D geometry as an off-line pre-process. Then, only the compressed geometry needs to be stored in main memory and sent down to the graphics pipeline for real-time decompression and rendering. The author presents several new techniques for compression of 3D geometry that produce 2 to 3 times better compression ratios than existing methods. They first introduce several algorithms for the efficient encoding of the original geometry as generalized triangle meshes. This encoding allows most of the mesh vertices to be reused when forming new triangles. Their second contribution allows various parts of a geometric model to be compressed with different precision depending on the level of details present. Together, the meshifying algorithms and the variable compression method achieve compression ratios of 30 and 37 to one over ASCII encoded formats and 10 and 15 to one over binary encoded triangle strips. The experimental results show a dramatically lowered memory bandwidth required for real-time visualization of complex data sets.","PeriodicalId":225083,"journal":{"name":"Proceedings. Visualization '97 (Cat. No. 97CB36155)","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125475563","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}