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1.
We present a novel approach for visualizing the positional and geometrical variability of isosurfaces in uncertain 3D scalar fields. Our approach extends recent work by Pöthkow and Hege [ [PH10] ] in that it accounts for correlations in the data to determine more reliable isosurface crossing probabilities. We introduce an incremental update‐scheme that allows integrating the probability computation into front‐to‐back volume ray‐casting efficiently. Our method accounts for homogeneous and anisotropic correlations, and it determines for each sampling interval along a ray the probability of crossing an isosurface for the first time. To visualize the positional and geometrical uncertainty even under viewing directions parallel to the surface normal, we propose a new color mapping scheme based on the approximate spatial deviation of possible surface points from the mean surface. The additional use of saturation enables to distinguish between areas of high and low statistical dependence. Experimental results confirm the effectiveness of our approach for the visualization of uncertainty related to position and shape of convex and concave isosurface structures.  相似文献   

2.
For an ensemble of iso‐contours in multi‐dimensional scalar fields, we present new methods to a) visualize their dominant spatial patterns of variability, and b) to compute the conditional probability of the occurrence of a contour at one location given the occurrence at some other location. We first show how to derive a statistical model describing the contour variability, by representing the contours implicitly via signed distance functions and clustering similar functions in a reduced order space. We show that the spatial patterns of the ensemble can then be derived by analytically transforming the boundaries of a confidence interval computed from each cluster into the spatial domain. Furthermore, we introduce a mathematical basis for computing correlations between the occurrences of iso‐contours at different locations. We show that the computation of these correlations can be posed in the reduced order space as an integration problem over a region bounded by four hyper‐planes. To visualize the derived statistical properties we employ a variant of variability plots for streamlines, now including the color coding of probabilities of joint contour occurrences. We demonstrate the use of the proposed techniques for ensemble exploration in a number of 2D and 3D examples, using artificial and meteorological data sets.  相似文献   

3.
We extend the rendering technique for continuous scatterplots to allow for a broad class of interpolation methods within the spatial grid instead of only linear interpolation. To do this, we propose an approach that projects the image of a cell from the spatial domain to the scatterplot domain. We approximate this image using either the convex hull or an axis-aligned rectangle that forms a tight fit of the projected points. In both cases, the approach relies on subdivision in the spatial domain to control the approximation error introduced in the scatterplot domain. Acceleration of this algorithm in homogeneous regions of the spatial domain is achieved using an octree hierarchy. The algorithm is scalable and adaptive since it allows us to balance computation time and scatterplot quality. We evaluate and discuss the results with respect to accuracy and computational speed. Our methods are applied to examples of 2-D transfer function design.  相似文献   

4.
Uncertainty is ubiquitous in science, engineering and medicine. Drawing conclusions from uncertain data is the normal case, not an exception. While the field of statistical graphics is well established, only a few 2D and 3D visualization and feature extraction methods have been devised that consider uncertainty. We present mathematical formulations for uncertain equivalents of isocontours based on standard probability theory and statistics and employ them in interactive visualization methods. As input data, we consider discretized uncertain scalar fields and model these as random fields. To create a continuous representation suitable for visualization we introduce interpolated probability density functions. Furthermore, we introduce numerical condition as a general means in feature-based visualization. The condition number-which potentially diverges in the isocontour problem-describes how errors in the input data are amplified in feature computation. We show how the average numerical condition of isocontours aids the selection of thresholds that correspond to robust isocontours. Additionally, we introduce the isocontour density and the level crossing probability field; these two measures for the spatial distribution of uncertain isocontours are directly based on the probabilistic model of the input data. Finally, we adapt interactive visualization methods to evaluate and display these measures and apply them to 2D and 3D data sets.  相似文献   

5.
We present a novel approach to parameterize a mesh with disk topology to the plane in a shape‐preserving manner. Our key contribution is a local/global algorithm, which combines a local mapping of each 3D triangle to the plane, using transformations taken from a restricted set, with a global “stitch” operation of all triangles, involving a sparse linear system. The local transformations can be taken from a variety of families, e.g. similarities or rotations, generating different types of parameterizations. In the first case, the parameterization tries to force each 2D triangle to be an as‐similar‐as‐possible version of its 3D counterpart. This is shown to yield results identical to those of the LSCM algorithm. In the second case, the parameterization tries to force each 2D triangle to be an as‐rigid‐as‐possible version of its 3D counterpart. This approach preserves shape as much as possible. It is simple, effective, and fast, due to pre‐factoring of the linear system involved in the global phase. Experimental results show that our approach provides almost isometric parameterizations and obtains more shape‐preserving results than other state‐of‐the‐art approaches. We present also a more general “hybrid” parameterization model which provides a continuous spectrum of possibilities, controlled by a single parameter. The two cases described above lie at the two ends of the spectrum. We generalize our local/global algorithm to compute these parameterizations. The local phase may also be accelerated by parallelizing the independent computations per triangle.  相似文献   

6.
We present a new, real‐time method for rendering soft shadows from large light sources or lighting environments on dynamic height fields. The method first computes a horizon map for a set of azimuthal directions. To reduce sampling, we compute a multi‐resolution pyramid on the height field. Coarser pyramid levels are indexed as the distance from caster to receiver increases. For every receiver point and every azimuthal direction, a smooth function of blocking angle in terms of log distance is reconstructed from a height difference sample at each pyramid level. This function's maximum approximates the horizon angle. We then sum visibility at each receiver point over wedges determined by successive pairs of horizon angles. Each wedge represents a linear transition in blocking angle over its azimuthal extent. It is precomputed in the order‐4 spherical harmonic (SH) basis, for a canonical azimuthal origin and fixed extent, resulting in a 2D table. The SH triple product of 16D vectors representing lighting, total visibility, and diffuse reflectance then yields the soft‐shadowed result. Two types of light sources are considered; both are distant and low‐frequency. Environmental lights require visibility sampling around the complete 360 ° azimuth, while key lights sample visibility within a partial swath. Restricting the swath concentrates samples where the light comes from (e.g. 3 azimuthal directions vs. 16‐32 for a full swath) and obtains sharper shadows. Our GPU implementation handles height fields up to 1024 × 1024 in real‐time. The computation is simple, local, and parallel, with performance independent of geometric content.  相似文献   

7.
Visualization and Analysis of Eddies in a Global Ocean Simulation   总被引:2,自引:0,他引:2  
We present analysis and visualization of flow data from a high‐resolution simulation of the dynamical behavior of the global ocean. Of particular scientific interest are coherent vortical features called mesoscale eddies. We first extract high‐vorticity features using a metric from the oceanography community called the Okubo‐Weiss parameter. We then use a new circularity criterion to differentiate eddies from other non‐eddy features like meanders in strong background currents. From these data, we generate visualizations showing the three‐dimensional structure and distribution of ocean eddies. Additionally, the characteristics of each eddy are recorded to form an eddy census that can be used to investigate correlations among variables such as eddy thickness, depth, and location. From these analyses, we gain insight into the role eddies play in large‐scale ocean circulation.  相似文献   

8.
We present an acoustic rendering approach visualizing the listener‐specific contribution of frequency‐dependent pressure fields on a scene geometry with acoustic reflection and scattering properties. Our method facilitates the evaluation of simulated acoustics showing the effect of simulation parameters like absorption and scattering. The image‐based spatial localization of acoustic properties is complementary to the auditive evaluation by means of auralization. Our core contribution is a pressure‐based acoustic rendering equation and a corresponding raytracing method applying techniques from photorealistic rendering to the field of simulated room acoustics. Applications are directed at the visualization of interference patterns and analyzing the impact of acoustic reflection parameters.  相似文献   

9.
Traditionally, Lagrangian fields such as finite‐time Lyapunov exponents (FTLE) are precomputed on a discrete grid and are ray casted afterwards. This, however, introduces both grid discretization errors and sampling errors during ray marching. In this work, we apply a progressive, view‐dependent Monte Carlo‐based approach for the visualization of such Lagrangian fields in time‐dependent flows. Our approach avoids grid discretization and ray marching errors completely, is consistent, and has a low memory consumption. The system provides noisy previews that converge over time to an accurate high‐quality visualization. Compared to traditional approaches, the proposed system avoids explicitly predefined fieldline seeding structures, and uses a Monte Carlo sampling strategy named Woodcock tracking to distribute samples along the view ray. An acceleration of this sampling strategy requires local upper bounds for the FTLE values, which we progressively acquire during the rendering. Our approach is tailored for high‐quality visualizations of complex FTLE fields and is guaranteed to faithfully represent detailed ridge surface structures as indicators for Lagrangian coherent structures (LCS). We demonstrate the effectiveness of our approach by using a set of analytic test cases and real‐world numerical simulations.  相似文献   

10.
We present a simulation system that can simulate a three-dimensional urban model over time. The main novelty of our approach is that we do not rely on land-use simulation on a regular grid, but instead build a complete and inherently geometric simulation that includes exact parcel boundaries, streets of arbitrary orientation, street widths, 3D street geometry, building footprints, and 3D building envelopes. The second novelty is the fast simulation time and user interaction at interactive speed of about 1 second per time step.  相似文献   

11.
Recently, many techniques using computational fluid dynamics have been proposed for the simulation of natural phenomena such as smoke and fire. Traditionally, a single grid is used for computing the motion of fluids. When an object interacts with a fluid, the resolution of the grid must be sufficiently high because the shape of the object is represented by a shape sampled at the grid points. This increases the number of grid points that are required, and hence the computational cost is increased. To address this problem, we propose a method using multiple grids that overlap with each other. In addition to a large single grid (a global grid) that covers the whole of the simulation space, separate grids (local grids) are generated that surround each object. The resolution of a local grid is higher than that of the global grid. The local grids move according to the motion of the objects. Therefore, the process of resampling the shape of the object is unnecessary when the object moves. To accelerate the computation, appropriate resolutions are adaptively‐determined for the local grids according to their distance from the viewpoint. Furthermore, since we use regular (orthogonal) lattices for the grids, the method is suitable for GPU implementation. This realizes the real‐time simulation of interactions between objects and smoke.  相似文献   

12.
Research on microscopy data from developing biological samples usually requires tracking individual cells over time. When cells are three‐dimensionally and densely packed in a time‐dependent scan of volumes, tracking results can become unreliable and uncertain. Not only are cell segmentation results often inaccurate to start with, but it also lacks a simple method to evaluate the tracking outcome. Previous cell tracking methods have been validated against benchmark data from real scans or artificial data, whose ground truth results are established by manual work or simulation. However, the wide variety of real‐world data makes an exhaustive validation impossible. Established cell tracking tools often fail on new data, whose issues are also difficult to diagnose with only manual examinations. Therefore, data‐independent tracking evaluation methods are desired for an explosion of microscopy data with increasing scale and resolution. In this paper, we propose the uncertainty footprint, an uncertainty quantification and visualization technique that examines nonuniformity at local convergence for an iterative evaluation process on a spatial domain supported by partially overlapping bases. We demonstrate that the patterns revealed by the uncertainty footprint indicate data processing quality in two algorithms from a typical cell tracking workflow – cell identification and association. A detailed analysis of the patterns further allows us to diagnose issues and design methods for improvements. A 4D cell tracking workflow equipped with the uncertainty footprint is capable of self diagnosis and correction for a higher accuracy than previous methods whose evaluation is limited by manual examinations.  相似文献   

13.
In this paper, we describe a novel approach for the reconstruction of animated meshes from a series of time‐deforming point clouds. Given a set of unordered point clouds that have been captured by a fast 3‐D scanner, our algorithm is able to compute coherent meshes which approximate the input data at arbitrary time instances. Our method is based on the computation of an implicit function in ?4 that approximates the time‐space surface of the time‐varying point cloud. We then use the four‐dimensional implicit function to reconstruct a polygonal model for the first time‐step. By sliding this template mesh along the time‐space surface in an as‐rigid‐as‐possible manner, we obtain reconstructions for further time‐steps which have the same connectivity as the previously extracted mesh while recovering rigid motion exactly. The resulting animated meshes allow accurate motion tracking of arbitrary points and are well suited for animation compression. We demonstrate the qualities of the proposed method by applying it to several data sets acquired by real‐time 3‐D scanners.  相似文献   

14.
FastV: From-point Visibility Culling on Complex Models   总被引:1,自引:0,他引:1  
We present an efficient technique to compute the potentially visible set (PVS) of triangles in a complex 3D scene from a viewpoint. The algorithm computes a conservative PVS at object space accuracy. Our approach traces a high number of small, volumetric frusta and computes blockers for each frustum using simple intersection tests. In practice, the algorithm can compute the PVS of CAD and scanned models composed of millions of triangles at interactive rates on a multi-core PC. We also use the visibility algorithm to accurately compute the reflection paths from a point sound source. The resulting sound propagation algorithm is 10–20X faster than prior accurate geometric acoustic methods.  相似文献   

15.
The evolution of strain and development of material anisotropy in models of the Earth’s mantle flow convey important information about how to interpret the geometric relationship between observation of seismic anisotropy and the actual mantle flow field. By combining feature extraction techniques such as path line integration and tensor accumulation, we compute time‐varying strain vector fields that build the foundation for a number of feature extraction and visualization techniques. The proposed field segmentation, clustering, histograms and multi‐volume visualization techniques facilitate an intuitive understanding of three‐dimensional strain in such flow fields, overcoming limitations of previous methods such as 2‐D line plots and slicing. We present applications of our approach to an artificial time varying flow data set and a real world example of stationary flow in a subduction zone and discuss the challenges of processing these geophysical data sets as well as the insights gained.  相似文献   

16.
Light fields were introduced a decade ago as a new high‐dimensional graphics rendering model. However, they have not been thoroughly used because their applications are very specific and their storage requirements are too high. Recently, spatial imaging devices have been related to light fields. These devices allow several users to see three‐dimensional (3D) images without using glasses or other intrusive elements. This paper presents a light‐field model that can be rendered in an autostereoscopic spatial device. The model is viewpoint‐independent and supports continuous multiresolution, foveal rendering, and integrating multiple light fields and geometric models in the same scene. We also show that it is possible to examine interactively a scene composed of several light fields and geometric models. Visibility is taken care of by the algorithm. Our goal is to apply our models to 3D TV and spatial imaging.  相似文献   

17.
The goal of this paper is to enable the interactive simulation of phenomena such as animated fluid characters. While full 3D fluid solvers achieve this with control algorithms, these 3D simulations are usually too costly for real‐time environments. In order to achieve our goal, we reduce the problem from a three‐ to a two‐dimensional one, and make use of the shallow water equations to simulate surface waves that can be solved very efficiently. In addition to a low runtime cost, stability is likewise crucial for interactive applications. Hence, we make use of an implicit time integration scheme to obtain a robust solver. To ensure a low energy dissipation, we apply an Implicit Newmark time integration scheme. We propose a general formulation of the underlying equations that is tailored towards the use with an Implicit Newmark integrator. Furthermore, we gain efficiency by making use of a direct solver. Due to the generality of our formulation, the fluid simulation can be coupled interactively with arbitrary external forces, such as forces caused by inertia or collisions. We will discuss the properties of our algorithm, and demonstrate its robustness with simulations on strongly deforming meshes.  相似文献   

18.
Current unsteady multi‐field simulation data‐sets consist of millions of data‐points. To efficiently reduce this enormous amount of information, local statistical complexity was recently introduced as a method that identifies distinctive structures using concepts from information theory. Due to high computational costs this method was so far limited to 2D data. In this paper we propose a new strategy for the computation that is substantially faster and allows for a more precise analysis. The bottleneck of the original method is the division of spatio‐temporal configurations in the field (light‐cones) into different classes of behavior. The new algorithm uses a density‐driven Voronoi tessellation for this task that more accurately captures the distribution of configurations in the sparsely sampled high‐dimensional space. The efficient computation is achieved using structures and algorithms from graph theory. The ability of the method to detect distinctive regions in 3D is illustrated using flow and weather simulations.  相似文献   

19.
The Closest Point Method (CPM) is a method for numerically solving partial differential equations (PDEs) on arbitrary surfaces, independent of the existence of a surface parametrization. The CPM uses a closest point representation of the surface, to solve the unmodified Cartesian version of a surface PDE in a 3D volume embedding, using simple and well‐understood techniques. In this paper, we present the numerical solution of the wave equation and the incompressible Navier‐Stokes equations on surfaces via the CPM, and we demonstrate surface appearance and shape variations in real‐time using this method. To fully exploit the potential of the CPM, we present a novel GPU realization of the entire CPM pipeline. We propose a surface‐embedding adaptive 3D spatial grid for efficient representation of the surface, and present a high‐performance approach using CUDA for converting surfaces given by triangulations into this representation. For real‐time performance, CUDA is also used for the numerical procedures of the CPM. For rendering the surface (and the PDE solution) directly from the closest point representation without the need to reconstruct a triangulated surface, we present a GPU ray‐casting method that works on the adaptive 3D grid.  相似文献   

20.
The notions of Finite‐Time Lyapunov Exponent (FTLE) and Lagrangian Coherent Structures provide a strong framework for the analysis and visualization of complex technical flows. Their definition is simple and intuitive, and they are built on a deep theoretical foundation. We apply these concepts to enable the analysis of flows in the immediate vicinity of the boundaries of flow‐embedded objects by limiting the Lagrangian analysis to surfaces closely neighboring these boundaries. To this purpose, we present an approach to approximate FTLE fields over such surfaces. Furthermore, we achieve an effective depiction of boundary‐related flow structures such as separation and attachment over object boundaries and specific insight into the surrounding flow using several specifically chosen visualization techniques. We document the applicability of our methods by presenting a number of application examples.  相似文献   

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