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Master's Thesis - Studierstube Augmented Reality Project - Graz ...

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2.1 Technical Visualization<br />

dye in a flowing fluid or air. The first type of line uses evenly spaced points for<br />

a persistent injection of particles and the second approach defines a continuous<br />

line of seed points with evenly spaced injection times. Hence streak lines can be<br />

compared with the commonly known technique of smoke in a wind tunnel and<br />

time lines with a permanent dunking of a dye plate in a streaming fluid. Following<br />

[Kalkusch2005] they are defined for a varying τ only.<br />

• Stream ribbons, stream tubes and stream balls can be generated by additional<br />

considerations of the rotational effect of a flow field along a trajectory.<br />

Stream ribbons will behave similar to completely elastic strips brought into an<br />

unsteady flow. Stream tubes are the same as stream lines but with a constant<br />

diameter or an elliptic diameter to get information of the rotation component<br />

as well and balls are geometries placed at supporting point positions with variable<br />

defined elongation depending on the flow’s direction and strength at these<br />

positions.<br />

For the sake of completeness, another non-particle trace based approach for spare<br />

flow field representations can be mentioned. With the principles described in section<br />

2.1.1.1, iso-surfaces can be used to show flow characteristics as well. Surfaces may<br />

be extracted, for example from positions with the same velocity magnitude or related<br />

parameters as shown in figure 2.14(e).<br />

Even illumination of structures like massless lines or particles can be very important<br />

for depth perception as compared in figure 2.14(b) . Stream ribbons, stream tubes and<br />

stream balls consist of connected geometry parts, which allows a classical Gouraud<br />

shading or Phong shading due to well defined normal vectors of the surfaces. In the<br />

case of massless particles and lines illumination is not as trivial because of arbitrary<br />

direction of the normal vector within a tangential perpendicular plane according to the<br />

line. These inconveniences have been resolved by [Zockler1996] with a reformulation of<br />

the Phong lightning model. The light intensity at a point on a surface is given by<br />

I = k a + k d ( L ⃗ · ⃗N) + k s ( V ⃗ · ⃗R) n (2.6)<br />

with the ambient, diffuse and specular coefficients k a , k d , k s and n. The unit length<br />

vectors N ⃗ for the normal of a surface, L ⃗ and V ⃗ pointing toward the light source and the<br />

eye-position and R ⃗ referring to the reflection of L ⃗ and N. ⃗ These are all defined except<br />

26

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