21 research outputs found

    The State of the Art in Flow Visualization: Partition-Based Techniques

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    Flow visualization has been a very active subfield of scientific visualization in recent years. From the resulting large variety of methods this paper discusses partition-based techniques. The aim of these approaches is to partition the flow in areas of common structure. Based on this partitioning, subsequent visualization techniques can be applied. A classification is suggested and advantages/disadvantages of the different techniques are discussed as well

    Mesh-Driven Vector Field Clustering and Visualization: An Image-Based Approach

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    Doctor of Philosophy

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    dissertationVisualizing surfaces is a fundamental technique in computer science and is frequently used across a wide range of fields such as computer graphics, biology, engineering, and scientific visualization. In many cases, visualizing an interface between boundaries can provide meaningful analysis or simplification of complex data. Some examples include physical simulation for animation, multimaterial mesh extraction in biophysiology, flow on airfoils in aeronautics, and integral surfaces. However, the quest for high-quality visualization, coupled with increasingly complex data, comes with a high computational cost. Therefore, new techniques are needed to solve surface visualization problems within a reasonable amount of time while also providing sophisticated visuals that are meaningful to scientists and engineers. In this dissertation, novel techniques are presented to facilitate surface visualization. First, a particle system for mesh extraction is parallelized on the graphics processing unit (GPU) with a red-black update scheme to achieve an order of magnitude speed-up over a central processing unit (CPU) implementation. Next, extending the red-black technique to multiple materials showed inefficiencies on the GPU. Therefore, we borrow the underlying data structure from the closest point method, the closest point embedding, and the particle system solver is switched to hierarchical octree-based approach on the GPU. Third, to demonstrate that the closest point embedding is a fast, flexible data structure for surface particles, it is adapted to unsteady surface flow visualization at near-interactive speeds. Finally, the closest point embedding is a three-dimensional dense structure that does not scale well. Therefore, we introduce a closest point sparse octree that allows the closest point embedding to scale to higher resolution. Further, we demonstrate unsteady line integral convolution using the closest point method

    Generating seamless surfaces for transport and dispersion modeling in GIS

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    A standard use of triangulation in GIS is to model terrain surface using TIN. In many simulation models of physical phenomena, triangulation is often used to depict the entire spatial domain, which may include buildings, landmarks and other surface objects in addition to the terrain surface. Creating a seamless surface of complex building structures together with the terrain is challenging and existing approaches are laborious, time-consuming and error-prone. We propose an efficient and robust procedure using computational geometry techniques to derive triangulated building surfaces from 2D polygon data with a height attribute. We also propose a new method to merge the resultant building surfaces with the triangulated terrain surface to produce a seamless surface for the entire study area. Using Oklahoma City data, we demonstrate the proposed method. The resultant surface is used as the input data for a simulated transport and dispersion event in Oklahoma City. The proposed method can produce the seamless surface data to be used for various types of physical models in a fraction of the time required by previous methods

    Magnitude-based streamlines seed point selection for unsteady flow visualization

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    Flow visualization is a method utilized to obtain information from flow data sets. Proper blood flow visualization can assist surgeons in treating the patients. However, the main problem in visualizing the blood flow inside the aorta is the unsteady blood flow rate. Thus, an unsteady flow visualization method is required to show the blood flow clearly. Unfortunately, streamlines cannot be used by time-dependent flow visualization. This research aims to propose an improvement for the current streamline visualization technique and appearance by implementing an improved streamline generation method based on structured grid vector data to visualize the unsteady flow. The research methodology follows a comparative study method with the Evenly-Spaced Seed Point placement (ESSP) method as the benchmark. Magnitude-Based Seed Point placement (MBSP) and selective streamlines enhancement are introduced to produce longer, uniform, and clutter-free streamlines output. A total of 20 visualization results are produced with different streamlines separation distance. Results are then evaluated by comparing streamlines count and uniformity score. Subsequently, survey and expert reviews are carried out to strengthen the analysis. Survey questions are distributed to respondents that have data visualization knowledge background in order to get feedback related to streamlines uniformity and enhancement. In addition, experts review is conducted to get feedback based on current researches and techniques utilized in the related fields. Results indicate that streamlines count for MBSP are higher, but the differences are neglectable. Uniformity analysis shows good performance; with 80% of the MBSP results have better uniformity. Survey responses show 65% of respondents agreed MBSP results have better uniformity compared to ESSP. Majority of the respondents (92%) agreed that selective streamlines is a better approach. Experts review highlights that MBSP can distribute streamlines better in 3-dimension space compared to ESSP. Two significant findings are identified in this research: magnitude is proven to be an important input to locate seed points; and selective streamlines enhancement is a more effective approach as compared to global streamlines enhancement

    Analysis and Generation of Quality Polytopal Meshes with Applications to the Virtual Element Method

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    This thesis explores the concept of the quality of a mesh, the latter being intended as the discretization of a two- or three- dimensional domain. The topic is interdisciplinary in nature, as meshes are massively used in several fields from both the geometry processing and the numerical analysis communities. The goal is to produce a mesh with good geometrical properties and the lowest possible number of elements, able to produce results in a target range of accuracy. In other words, a good quality mesh that is also cheap to handle, overcoming the typical trade-off between quality and computational cost. To reach this goal, we first need to answer the question: ''How, and how much, does the accuracy of a numerical simulation or a scientific computation (e.g., rendering, printing, modeling operations) depend on the particular mesh adopted to model the problem? And which geometrical features of the mesh most influence the result?'' We present a comparative study of the different mesh types, mesh generation techniques, and mesh quality measures currently available in the literature related to both engineering and computer graphics applications. This analysis leads to the precise definition of the notion of quality for a mesh, in the particular context of numerical simulations of partial differential equations with the virtual element method, and the consequent construction of criteria to determine and optimize the quality of a given mesh. Our main contribution consists in a new mesh quality indicator for polytopal meshes, able to predict the performance of the virtual element method over a particular mesh before running the simulation. Strictly related to this, we also define a quality agglomeration algorithm that optimizes the quality of a mesh by wisely agglomerating groups of neighboring elements. The accuracy and the reliability of both tools are thoroughly verified in a series of tests in different scenarios

    Design of decorative 3D models: from geodesic ornaments to tangible assemblies

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    L'obiettivo di questa tesi è sviluppare strumenti utili per creare opere d'arte decorative digitali in 3D. Uno dei processi decorativi più comunemente usati prevede la creazione di pattern decorativi, al fine di abbellire gli oggetti. Questi pattern possono essere dipinti sull'oggetto di base o realizzati con l'applicazione di piccoli elementi decorativi. Tuttavia, la loro realizzazione nei media digitali non è banale. Da un lato, gli utenti esperti possono eseguire manualmente la pittura delle texture o scolpire ogni decorazione, ma questo processo può richiedere ore per produrre un singolo pezzo e deve essere ripetuto da zero per ogni modello da decorare. D'altra parte, gli approcci automatici allo stato dell'arte si basano sull'approssimazione di questi processi con texturing basato su esempi o texturing procedurale, o con sistemi di riproiezione 3D. Tuttavia, questi approcci possono introdurre importanti limiti nei modelli utilizzabili e nella qualità dei risultati. Il nostro lavoro sfrutta invece i recenti progressi e miglioramenti delle prestazioni nel campo dell'elaborazione geometrica per creare modelli decorativi direttamente sulle superfici. Presentiamo una pipeline per i pattern 2D e una per quelli 3D, e dimostriamo come ognuna di esse possa ricreare una vasta gamma di risultati con minime modifiche dei parametri. Inoltre, studiamo la possibilità di creare modelli decorativi tangibili. I pattern 3D generati possono essere stampati in 3D e applicati a oggetti realmente esistenti precedentemente scansionati. Discutiamo anche la creazione di modelli con mattoncini da costruzione, e la possibilità di mescolare mattoncini standard e mattoncini custom stampati in 3D. Ciò consente una rappresentazione precisa indipendentemente da quanto la voxelizzazione sia approssimativa. I principali contributi di questa tesi sono l'implementazione di due diverse pipeline decorative, un approccio euristico alla costruzione con mattoncini e un dataset per testare quest'ultimo.The aim of this thesis is to develop effective tools to create digital decorative 3D artworks. Real-world art often involves the use of decorative patterns to enrich objects. These patterns can be painted on the base or might be realized with the application of small decorative elements. However, their creation in digital media is not trivial. On the one hand, users can manually perform texture paint or sculpt each decoration, in a process that can take hours to produce a single piece and needs to be repeated from the ground up for every model that needs to be decorated. On the other hand, automatic approaches in state of the art rely on approximating these processes with procedural or by-example texturing or with 3D reprojection. However, these approaches can introduce significant limitations in the models that can be used and in the quality of the results. Instead, our work exploits the recent advances and performance improvements in the geometry processing field to create decorative patterns directly on surfaces. We present a pipeline for 2D and one for 3D patterns and demonstrate how each of them can recreate a variety of results with minimal tweaking of the parameters. Furthermore, we investigate the possibility of creating decorative tangible models. The 3D patterns we generate can be 3D printed and applied to previously scanned real-world objects. We also discuss the creation of models with standard building bricks and the possibility of mixing standard and custom 3D-printed bricks. This allows for a precise representation regardless of the coarseness of the voxelization. The main contributions of this thesis are the implementation of two different decorative pipelines, a heuristic approach to brick construction, and a dataset to test the latter
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