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基于流线纹理合成的2D矢量场可视化
引用本文:张文,李晓梅.基于流线纹理合成的2D矢量场可视化[J].中国图象图形学报,2001,6(3):280-284.
作者姓名:张文  李晓梅
作者单位:[1]国防科技大学计算机学院,长沙410073 [2]装备指挥技术学院,北京101416
基金项目:九五国防预研项目(16.1.4.5)
摘    要:针对科学试验数据可视化问题,提出了一种2D矢量场可视化的方法-流线纹理合成方法,即通过将1D纹理映射到流线上,再利用流线纹理来合成可视化图象,因为移动1D纹理很容易形成矢量场动画。该方法是利用局部区域内流线的近似平行性,首先依据临界点来设定流线宽度,然后把流线绘制成多条平行流线,再分别将多条不同的1D纹理映射到流线上,从而能够加快计算。实际结果表明,由于流线纹理合成的纹理图象上清楚地显示了流线,因而反映了矢量场的方向信息,同时,该方法计算速度快,可以达到交互可视化的要求。

关 键 词:矢量场可视化  流线纹理合成  LIC纹理合成  纹理图象
文章编号:1006-8961(2001)03-0280-05
修稿时间:2000年1月26日

2D Vector Field Visualization Based on Streamline Texture Synthesis
ZHANG Wen and Li Xiaomei.2D Vector Field Visualization Based on Streamline Texture Synthesis[J].Journal of Image and Graphics,2001,6(3):280-284.
Authors:ZHANG Wen and Li Xiaomei
Abstract:In 2D vector field visualization,the texture based methods represent the field structures globally,and have become attractive alternatives.In this paper we presents a new texture based technique:Streamline Texture Synthesis(STS).Many 1D textures which have high strong directions are synthesized firstly.STS uses a random 1D texture to texture map each streamline,then synthesizes texture mapped steamlines.In local vector field region,the steamlines are approximately parallel,so a streamline can be drawn thicker in order to accelerate computing.The thickness of a streamline is set based on the critical point of a vector field.The thick streamline is rendered as many parallel streamlines,then many 1D textures are used to texture map them.The STS can generate animation by cycling through 1D texture.The analyzed result proves that STS can produce substantially better visual results and STS is fast enough to visualize vector field interactively.
Keywords:Vector field visualization  Streamline texture synthesis
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