共查询到20条相似文献,搜索用时 15 毫秒
1.
We introduce a construction of subspaces of the spaces of tangential vector, n-vector, and tensor fields on surfaces. The resulting subspaces can be used as the basis of fast approximation algorithms for design and processing problems that involve tangential fields. Important features of our construction are that it is based on a general principle, from which constructions for different types of tangential fields can be derived, and that it is scalable, making it possible to efficiently compute and store large subspace bases for large meshes. Moreover, the construction is adaptive, which allows for controlling the distribution of the degrees of freedom of the subspaces over the surface. We evaluate our construction in several experiments addressing approximation quality, scalability, adaptivity, computation times and memory requirements. Our design choices are justified by comparing our construction to possible alternatives. Finally, we discuss examples of how subspace methods can be used to build interactive tools for tangential field design and processing tasks. 相似文献
2.
Hummel M Garth C Hamann B Hagen H Joy KI 《IEEE transactions on visualization and computer graphics》2010,16(6):1319-1328
Integral surfaces are ideal tools to illustrate vector fields and fluid flow structures. However, these surfaces can be visually complex and exhibit difficult geometric properties, owing to strong stretching, shearing and folding of the flow from which they are derived. Many techniques for non-photorealistic rendering have been presented previously. It is, however, unclear how these techniques can be applied to integral surfaces. In this paper, we examine how transparency and texturing techniques can be used with integral surfaces to convey both shape and directional information. We present a rendering pipeline that combines these techniques aimed at faithfully and accurately representing integral surfaces while improving visualization insight. The presented pipeline is implemented directly on the GPU, providing real-time interaction for all rendering modes, and does not require expensive preprocessing of integral surfaces after computation. 相似文献
3.
Forssell L.K. Cohen S.D. 《IEEE transactions on visualization and computer graphics》1995,1(2):133-141
Line integral convolution (LIC), introduced by Cabral and Leedom (1993) is a powerful technique for imaging and animating vector fields. We extend the LIC technique in three ways. Firstly the existing algorithm is limited to vector fields over a regular Cartesian grid. We extend the algorithm and the animation techniques possible with it to vector fields over curvilinear surfaces, such as those found in computational fluid dynamics simulations. Secondly we introduce a technique to visualize vector magnitude as well as vector direction, i.e., variable-speed flow animation. Thirdly we show how to modify LIC to visualize unsteady (time dependent) flows. Our implementation utilizes texture-mapping hardware to run in real time, which allows our algorithms to be included in interactive applications 相似文献
4.
Interactive tensor field design and visualization on surfaces 总被引:1,自引:0,他引:1
Designing tensor fields in the plane and on surfaces is a necessary task in many graphics applications, such as painterly rendering, pen-and-ink sketching of smooth surfaces, and anisotropic remeshing. In this article, we present an interactive design system that allows a user to create a wide variety of symmetric tensor fields over 3D surfaces either from scratch or by modifying a meaningful input tensor field such as the curvature tensor. Our system converts each user specification into a basis tensor field and combines them with the input field to make an initial tensor field. However, such a field often contains unwanted degenerate points which cannot always be eliminated due to topological constraints of the underlying surface. To reduce the artifacts caused by these degenerate points, our system allows the user to move a degenerate point or to cancel a pair of degenerate points that have opposite tensor indices. These operations provide control over the number and location of the degenerate points in the field. We observe that a tensor field can be locally converted into a vector field so that there is a one-to-one correspondence between the set of degenerate points in the tensor field and the set of singularities in the vector field. This conversion allows us to effectively perform degenerate point pair cancellation and movement by using similar operations for vector fields. In addition, we adapt the image-based flow visualization technique to tensor fields, therefore allowing interactive display of tensor fields on surfaces. We demonstrate the capabilities of our tensor field design system with painterly rendering, pen-and-ink sketching of surfaces, and anisotropic remeshing 相似文献
5.
We present an efficient and robust approach for computing the minimum distance between two sphere-swept surfaces. As examples of sphere-swept surfaces, we consider canal surfaces and bivariate sphere-swept surfaces. For computing the minimum distance between two parametric surfaces, a simple technique is to find the two closest points from the given surfaces using the normal vector information. We suggest a novel approach that efficiently computes the minimum distance between two sphere-swept surfaces by treating each surface as a family of spheres. Rather than computing the complicated normal vectors for given surfaces, our method solves the problem by computing the minimum distance between two moving spheres. We prove that the minimum distance between two sphere-swept surfaces is identical to that between two moving spheres. Experimental results of minimum distance computation are given. We also reproduce the result of Kim [Kim K-J. Minimum distance between a canal surface and a simple surface. Computer-Aided Design 2003;35:871-9] based on the suggested approach. 相似文献
6.
Dominic Schneider Wieland Reich Alexander Wiebel Gerik Scheuermann 《Computer Graphics Forum》2010,29(3):1153-1161
We present an algorithm that allows stream surfaces to recognize and adapt to vector field topology. Standard stream surface algorithms either refine the surface uncontrolled near critical points which slows down the computation considerably and may lead to a poor surface approximation. Alternatively, the concerned region is omitted from the stream surface by severing it into two parts thus generating an incomplete stream surface. Our algorithm utilizes topological information to provide a fast, accurate, and complete triangulation of the stream surface near critical points. The required topological information is calculated in a preprocessing step. We compare our algorithm against the standard approach both visually and in performance. 相似文献
7.
Chen G Mischaikow K Laramee RS Pilarczyk P Zhang E 《IEEE transactions on visualization and computer graphics》2007,13(4):769-785
Design and control of vector fields is critical for many visualization and graphics tasks such as vector field visualization, fluid simulation, and texture synthesis. The fundamental qualitative structures associated with vector fields are fixed points, periodic orbits, and separatrices. In this paper, we provide a new technique that allows for the systematic creation and cancellation of fixed points and periodic orbits. This technique enables vector field design and editing on the plane and surfaces with desired qualitative properties. The technique is based on Conley theory, which provides a unified framework that supports the cancellation of fixed points and periodic orbits. We also introduce a novel periodic orbit extraction and visualization algorithm that detects, for the first time, periodic orbits on surfaces. Furthermore, we describe the application of our periodic orbit detection and vector field simplification algorithms to engine simulation data demonstrating the utility of the approach. We apply our design system to vector field visualization by creating data sets containing periodic orbits. This helps us understand the effectiveness of existing visualization techniques. Finally, we propose a new streamline-based technique that allows vector field topology to be easily identified. 相似文献
8.
Hamish Carr Zhao Geng Julien Tierny Amit Chattopadhyay Aaron Knoll 《Computer Graphics Forum》2015,34(3):241-250
Scientific visualization has many effective methods for examining and exploring scalar and vector fields, but rather fewer for bivariate fields. We report the first general purpose approach for the interactive extraction of geometric separating surfaces in bivariate fields. This method is based on fiber surfaces: surfaces constructed from sets of fibers, the multivariate analogues of isolines. We show simple methods for fiber surface definition and extraction. In particular, we show a simple and efficient fiber surface extraction algorithm based on Marching Cubes. We also show how to construct fiber surfaces interactively with geometric primitives in the range of the function. We then extend this to build user interfaces that generate parameterized families of fiber surfaces with respect to arbitrary polygons. In the special case of isovalue‐gradient plots, fiber surfaces capture features geometrically for quantitative analysis that have previously only been analysed visually and qualitatively using multi‐dimensional transfer functions in volume rendering. We also demonstrate fiber surface extraction on a variety of bivariate data. 相似文献
9.
An accurate and fast point-to-plane registration technique 总被引:10,自引:0,他引:10
This paper addresses a registration refinement problem and presents an accurate and fast point-to-(tangent) plane technique. Point-to-plane approach is known to be very accurate for registration refinement of partial 3D surfaces. However, the computation complexity for finding the intersection point on a destination surface from a source control point is hindering the algorithm from real-time applications. We introduce a novel point-to-plane registration technique by combining the high-speed advantage of point-to-projection technique. In order to find the intersection point fast and accurately, we forward-project the source point to the destination surface and reproject the projection point to the normal vector of the source point. We show that iterative projections of the projected destination point to the normal vector converge to the intersection point. By assuming the destination surface to be a monotonic function in a new 2D coordinate system, we show contraction mapping properties of our iterative projection technique. Experimental results for several objects are presented for both pair-wise and multi-view registrations. 相似文献
10.
A tangent vector field on a surface is the generator of a smooth family of maps from the surface to itself, known as the flow. Given a scalar function on the surface, it can be transported, or advected, by composing it with a vector field's flow. Such transport is exhibited by many physical phenomena, e.g., in fluid dynamics. In this paper, we are interested in the inverse problem: given source and target functions, compute a vector field whose flow advects the source to the target. We propose a method for addressing this problem, by minimizing an energy given by the advection constraint together with a regularizing term for the vector field. Our approach is inspired by a similar method in computational anatomy, known as LDDMM, yet leverages the recent framework of functional vector fields for discretizing the advection and the flow as operators on scalar functions. The latter allows us to efficiently generalize LDDMM to curved surfaces, without explicitly computing the flow lines of the vector field we are optimizing for. We show two approaches for the solution: using linear advection with multiple vector fields, and using non‐linear advection with a single vector field. We additionally derive an approximated gradient of the corresponding energy, which is based on a novel vector field transport operator. Finally, we demonstrate applications of our machinery to intrinsic symmetry analysis, function interpolation and map improvement. 相似文献
11.
Ravi Garg Anastasios Roussos Lourdes Agapito 《International Journal of Computer Vision》2013,104(3):286-314
This paper addresses the problem of non-rigid video registration, or the computation of optical flow from a reference frame to each of the subsequent images in a sequence, when the camera views deformable objects. We exploit the high correlation between 2D trajectories of different points on the same non-rigid surface by assuming that the displacement of any point throughout the sequence can be expressed in a compact way as a linear combination of a low-rank motion basis. This subspace constraint effectively acts as a trajectory regularization term leading to temporally consistent optical flow. We formulate it as a robust soft constraint within a variational framework by penalizing flow fields that lie outside the low-rank manifold. The resulting energy functional can be decoupled into the optimization of the brightness constancy and spatial regularization terms, leading to an efficient optimization scheme. Additionally, we propose a novel optimization scheme for the case of vector valued images, based on the dualization of the data term. This allows us to extend our approach to deal with colour images which results in significant improvements on the registration results. Finally, we provide a new benchmark dataset, based on motion capture data of a flag waving in the wind, with dense ground truth optical flow for evaluation of multi-frame optical flow algorithms for non-rigid surfaces. Our experiments show that our proposed approach outperforms state of the art optical flow and dense non-rigid registration algorithms. 相似文献
12.
We present an algorithm that constructs parametrizations of boundary and interface surfaces automatically. Starting with high-resolution
triangulated surfaces describing the computational domains, we iteratively simplify the surfaces yielding a coarse approximation
of the boundaries with the same topological type. While simplifying we construct a function that is defined on the coarse
surface and whose image is the original surface. This function allows access to the correct shape and surface normals of the
original surface as well as to any kind of data defined on it. Such information can be used by geometric multigrid solvers
doing adaptive mesh refinement. Our algorithm runs stable on all types of input surfaces, including those that describe domains
consisting of several materials. We have used our method with success in different fields and we discuss examples from structural
mechanics and biomechanics.
Editorial responsibility: P. Deuflhard 相似文献
13.
This paper presents a symbolic approach to the computation of blend surfaces across piecewise polynomial and rational surfaces. Curves in the parameter space of the primary surfaces can be specified as the rail curves, also known as trimlines, of the blend. Several techniques which require various levels of user interaction are presented for defining the cross-boundary tangent curves along the rail curves. The resulting blend is represented as a polynomial surface having tangent plane continuity with the primary surfaces to an accuracy bounded only by the machine precision. Also presented is a normalization method that approximates unit vector fields, an approach that might benefit other applications such as offset approximation and animation curve construction. © 1997 by John Wiley & Sons, Ltd. 相似文献
14.
Christopher Brandt Leonardo Scandolo Elmar Eisemann Klaus Hildebrandt 《Computer Graphics Forum》2017,36(6):338-353
We propose a framework for the spectral processing of tangential vector fields on surfaces. The basis is a Fourier‐type representation of tangential vector fields that associates frequencies with tangential vector fields. To implement the representation for piecewise constant tangential vector fields on triangle meshes, we introduce a discrete Hodge–Laplace operator that fits conceptually to the prominent cotan discretization of the Laplace–Beltrami operator. Based on the Fourier representation, we introduce schemes for spectral analysis, filtering and compression of tangential vector fields. Moreover, we introduce a spline‐type editor for modelling of tangential vector fields with interpolation constraints for the field itself and its divergence and curl. Using the spectral representation, we propose a numerical scheme that allows for real‐time modelling of tangential vector fields. 相似文献
15.
Helgeland A Andreassen O 《IEEE transactions on visualization and computer graphics》2004,10(6):673-682
Line integral convolution (LIC) is a powerful texture-based technique for visualizing vector fields. Due to the high computational expense of generating 3D textures and the difficulties of effectively displaying the result, LIC has most commonly been used to depict vector fields in 2D or over a surface in 3D. We propose new methods for more effective volume visualization of three-dimensional vector fields using LIC: 1) we present a fast method for computing volume LIC textures that exploits the sparsity of the input texture. 2) We propose the use of a shading technique, called limb darkening, to reveal the depth relations among the field lines. The shading effect is obtained simply by using appropriate transfer functions and, therefore, avoids using expensive shading techniques. 3) We demonstrate how two-field visualization techniques can be used to enhance the visual information describing a vector field. The volume LIC textures are rendered using texture-based rendering techniques, which allows interactive exploration of a vector field. 相似文献
16.
Born S Wiebel A Friedrich J Scheuermann G Bartz D 《IEEE transactions on visualization and computer graphics》2010,16(6):1329-1338
Stream surfaces are an intuitive approach to represent 3D vector fields. In many cases, however, they are challenging objects to visualize and to understand, due to a high degree of self-occlusion. Despite the need for adequate rendering methods, little work has been done so far in this important research area. In this paper, we present an illustrative rendering strategy for stream surfaces. In our approach, we apply various rendering techniques, which are inspired by the traditional flow illustrations drawn by Dallmann and Abraham \& Shaw in the early 1980s. Among these techniques are contour lines and halftoning to show the overall surface shape. Flow direction as well as singularities on the stream surface are depicted by illustrative surface streamlines. ;To go beyond reproducing static text book images, we provide several interaction features, such as movable cuts and slabs allowing an interactive exploration of the flow and insights into subjacent structures, e.g., the inner windings of vortex breakdown bubbles. These methods take only the parameterized stream surface as input, require no further preprocessing, and can be freely combined by the user. We explain the design, GPU-implementation, and combination of the different illustrative rendering and interaction methods and demonstrate the potential of our approach by applying it to stream surfaces from various flow simulations. ; 相似文献
17.
Bachthaler S Weiskopf D 《IEEE transactions on visualization and computer graphics》2008,14(4):741-755
This paper introduces orthogonal vector field visualization on 2D manifolds: a representation by lines that are perpendicular to the input vector field. Line patterns are generated by line integral convolution (LIC). This visualization is combined with animation based on motion along the vector field. This decoupling of the line direction from the direction of animation allows us to choose the spatial frequencies along the direction of motion independently from the length scales along the LIC line patterns. Vision research indicates that local motion detectors are tuned to certain spatial frequencies of textures, and the above decoupling enables us to generate spatial frequencies optimized for motion perception. Furthermore, we introduce a combined visualization that employs orthogonal LIC patterns together with conventional, tangential streamline LIC patterns in order to benefit from the advantages of these two visualization approaches. In addition, a filtering process is described to achieve a consistent and temporally coherent animation of orthogonal vector field visualization. Different filter kernels and filter methods are compared and discussed in terms of visualization quality and speed. We present respective visualization algorithms for 2D planar vector fields and tangential vector fields on curved surfaces, and demonstrate that those algorithms lend themselves to efficient and interactive GPU implementations. 相似文献
18.
Li WC Vallet B Ray N Lévy B 《IEEE transactions on visualization and computer graphics》2006,12(5):1315-1322
Accurately representing higher-order singularities of vector fields defined on piecewise linear surfaces is a non-trivial problem. In this work, we introduce a concise yet complete interpolation scheme of vector fields on arbitrary triangulated surfaces. The scheme enables arbitrary singularities to be represented at vertices. The representation can be considered as a facet-based "encoding" of vector fields on piecewise linear surfaces. The vector field is described in polar coordinates over each facet, with a facet edge being chosen as the reference to define the angle. An integer called the period jump is associated to each edge of the triangulation to remove the ambiguity when interpolating the direction of the vector field between two facets that share an edge. To interpolate the vector field, we first linearly interpolate the angle of rotation of the vectors along the edges of the facet graph. Then. we use a variant of Nielson's side-vertex scheme to interpolate the vector field over the entire surface. With our representation, we remove the bound imposed on the complexity of singularities that a vertex can represent by its connectivity. This bound is a limitation generally exists in vertex-based linear schemes. Furthermore, using our data structure, the index of a vertex of a vector field can be combinatorily determined. We show the simplicity of the interpolation scheme with a GPU-accelerated algorithm for a LIC-based visualization of the so-defined vector fields, operating in image space. We demonstrate the algorithm applied to various vector fields on curved surfaces. 相似文献
19.
This work proposes a method to reconstruct surfaces with higher-order smoothness from noisy 3D measurements. The reconstructed
surface is implicitly represented by the zero-level set of a continuous valued embedding function. The key idea is to find
a function whose higher-order derivatives are regularized and whose gradient is best aligned with a vector field defined by
the input point set. In contrast to methods based on the first-order variation of the function that are biased toward the
constant functions and treat the extraction of the isosurface without aliasing artifacts as an afterthought, we impose a higher-order
smoothness directly on the embedding function. After solving a convex optimization problem with a multiscale iterative scheme,
a triangulated surface can be extracted using the marching cubes algorithm. We demonstrated the proposed method on several
data sets obtained from raw laser-scanners and multiview stereo approaches. Experimental results confirm that our approach
allows us to reconstruct smooth surfaces from points in the presence of noise, outliers, large missing parts, and very coarse
orientation information. 相似文献
20.
Mathias Otto Tobias Germer Hans‐Christian Hege Holger Theisel 《Computer Graphics Forum》2010,29(2):347-356
We introduce an approach to visualize stationary 2D vector fields with global uncertainty obtained by considering the transport of local uncertainty in the flow. For this, we extend the concept of vector field topology to uncertain vector fields by considering the vector field as a density distribution function. By generalizing the concepts of stream lines and critical points we obtain a number of density fields representing an uncertain topological segmentation. Their visualization as height surfaces gives insight into both the flow behavior and its uncertainty. We present a Monte Carlo approach where we integrate probabilistic particle paths, which lead to the segmentation of topological features. Moreover, we extend our algorithms to detect saddle points and present efficient implementations. Finally, we apply our technique to a number of real and synthetic test data sets. 相似文献