Master's Thesis - Studierstube Augmented Reality Project - Graz ...
Master's Thesis - Studierstube Augmented Reality Project - Graz ...
Master's Thesis - Studierstube Augmented Reality Project - Graz ...
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5.3 Visualization nodes and subgraphs<br />
Figure 5.13: The development of stream tubes based on a pre-calculated line texture<br />
with stream- or path line supporting points. A vertex shader places the pre-defined<br />
vertices of a quad strip relative to available supporting points and defines an arbitrary<br />
color and a normal vector perpendicular to the viewing direction. With the interpolated<br />
color and normal vector values a fragment shader can perform a Phong based even<br />
realistic illumination.<br />
1024 and the frame rate was evaluated with one certain artificial flow dataset.<br />
Some modifications of this algorithm would lead to stream ribbons (see section 2.1.1.2<br />
and figure 2.14(a) in chapter 2). In this case the vertex displacement relative to the<br />
line may not occur perpendicular to the viewing direction but dependent on the surrounding<br />
field’s rotor. A vertex’ normal vector perpendicular to the ribbon itself would<br />
complete this modification.<br />
5.3.3.6 Cutting-Plane Techniques<br />
A simple but effective technique to represent parts of the field is the insertion of different<br />
kinds of planes in a volumetric velocity field. This plane can consist of many vertices<br />
organized in a triangulated mesh quad (mesh-plane) or of a simple quad bordered by<br />
four vertices (quad-plane). Both techniques can be used with different benefits.<br />
An obvious parameter to map onto this plane would be the color coded magnitude of<br />
the velocity value in perpendicular direction to the plane. The sampling of the volume<br />
with mesh vertices would provide the advantage of an additional linear interpolation<br />
within the plane if, for example, the complete linear interpolation of the velocity 3D<br />
texture is not possible due to performance reasons and a nearest neighbor interpolation<br />
is used for 3D textures instead. In this case the sampling of the volume is made with<br />
a vertex shader directly with the vertices’ coordinates and the interpolation with the<br />
built-in varying gl_Color. In the quad-plane based approach the sampling can be<br />
done by mapping the processed texture coordinates between the four vertices into the<br />
velocity volume texture.<br />
The result will be in both cases the same at a first sight. The differences are given if<br />
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