{"title":"基于图像的曲面流可视化","authors":"J. V. Wijk","doi":"10.1109/VISUAL.2003.1250363","DOIUrl":null,"url":null,"abstract":"A new method for the synthesis of dense, vector-field aligned textures on curved surfaces is presented, called IBFVS. The method is based on image based flow visualization (IBFV). In IBFV two-dimensional animated textures are produced by defining each frame of a flow animation as a blend between a warped version of the previous image and a number of filtered white noise images. We produce flow aligned texture on arbitrary three-dimensional triangular meshes in the same spirit as the original method: texture is generated directly in image space. We show that IBFVS is efficient and effective. High performance (typically fifty frames or more per second) is achieved by exploiting graphics hardware. Also, IBFVS can easily be implemented and a variety of effects can be achieved. Applications are flow visualization and surface rendering. Specifically, we show how to visualize the wind field on the earth and how to render a dirty bronze bunny.","PeriodicalId":372131,"journal":{"name":"IEEE Visualization, 2003. VIS 2003.","volume":"266 8","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2003-10-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"164","resultStr":"{\"title\":\"Image based flow visualization for curved surfaces\",\"authors\":\"J. V. Wijk\",\"doi\":\"10.1109/VISUAL.2003.1250363\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A new method for the synthesis of dense, vector-field aligned textures on curved surfaces is presented, called IBFVS. The method is based on image based flow visualization (IBFV). In IBFV two-dimensional animated textures are produced by defining each frame of a flow animation as a blend between a warped version of the previous image and a number of filtered white noise images. We produce flow aligned texture on arbitrary three-dimensional triangular meshes in the same spirit as the original method: texture is generated directly in image space. We show that IBFVS is efficient and effective. High performance (typically fifty frames or more per second) is achieved by exploiting graphics hardware. Also, IBFVS can easily be implemented and a variety of effects can be achieved. Applications are flow visualization and surface rendering. Specifically, we show how to visualize the wind field on the earth and how to render a dirty bronze bunny.\",\"PeriodicalId\":372131,\"journal\":{\"name\":\"IEEE Visualization, 2003. VIS 2003.\",\"volume\":\"266 8\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2003-10-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"164\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE Visualization, 2003. VIS 2003.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VISUAL.2003.1250363\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Visualization, 2003. VIS 2003.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VISUAL.2003.1250363","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Image based flow visualization for curved surfaces
A new method for the synthesis of dense, vector-field aligned textures on curved surfaces is presented, called IBFVS. The method is based on image based flow visualization (IBFV). In IBFV two-dimensional animated textures are produced by defining each frame of a flow animation as a blend between a warped version of the previous image and a number of filtered white noise images. We produce flow aligned texture on arbitrary three-dimensional triangular meshes in the same spirit as the original method: texture is generated directly in image space. We show that IBFVS is efficient and effective. High performance (typically fifty frames or more per second) is achieved by exploiting graphics hardware. Also, IBFVS can easily be implemented and a variety of effects can be achieved. Applications are flow visualization and surface rendering. Specifically, we show how to visualize the wind field on the earth and how to render a dirty bronze bunny.