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

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2.1 Technical Visualization<br />

of N. ⃗ N ⃗ can be approximated by choosing it in a plane perpendicular to the tangent<br />

⃗T so that ( L ⃗ · ⃗N) and ( V ⃗ · ⃗R) are maximized. Following [Banks1994; Stalling1997;<br />

Peeters2006] T ⃗ is given so that ( L ⃗ · ⃗N) and ( V ⃗ · ⃗R) can be approximated by<br />

√<br />

⃗L · ⃗N = 1 − ( L ⃗ · ⃗T ) 2<br />

√<br />

⃗V · ⃗R = ( L ⃗ · ⃗N) 1 − ( V ⃗ · ⃗T ) 2 − ( L ⃗ · ⃗T )( V ⃗ · ⃗T ). (2.7)<br />

With these considerations an illumination of even diameter-less lines or particles can be<br />

implemented directly.<br />

Figure 2.14 gives an overview of the above described techniques<br />

on certain examples from different publications.<br />

Accordingly a view onto dense vector field representations will be taken next. Since<br />

these techniques are not as exploited as particle traces in this work, only the main<br />

representatives are presented but none of them have been implemented.<br />

The class of dense flow visualization attempts to provide a complete, dense representation<br />

of the flow field. This may be achieved by influencing an arbitrary texture<br />

with an underlying velocity field, which is commonly known as convolution. For example,<br />

facilitating a filter kernel to smooth and convolute a given vector field with a<br />

white noise texture leads to the first and popular method of Line Integral Convolution<br />

(LIC).<br />

LIC, as defined by [Cabral1993], is basically capable of 2D vector fields, steady flows<br />

and computational expensive. Figure 2.15(a) shows an example for a LIC based visualization<br />

with additional velocity magnitude coloring. Due to these deficiencies several<br />

extensions to LIC have been developed. Pseudo LIC (PLIC) [Vivek1999] figure 2.15(b),<br />

for example uses template textures mapped onto a spares streamline representation of<br />

a field which reduces the calculation work. Subsequent updating of the LIC-texture<br />

for unsteady flow has been resolved reasonably efficient by Accelerated Unsteady Flow<br />

LIC (AUFLIC) by [Liu2002] which is an extension on UFLIC [Shen1998].<br />

However, extending LIC to 3D may seem to be straightforward from an algorithmic<br />

point of view but the crux of this idea is the problem of occlusion in a three dimensional<br />

space. As always for volumetric data several approaches try to deal with these problems.<br />

Firstly an interactive approach with cutting planes can be chosen to either show a<br />

2D-LIC texture on the cutting plane or only the volumetric rendered 3D-LIC texture<br />

behind the cutting plane [Rezk-Salama1999]. Secondly more complex algorithms can be<br />

27

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