1,682 research outputs found

    Constructing streak surfaces for 3D unsteady vector fields

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    Visualization of 3D, unsteady flow (4D) is very difficult due to both perceptual challenges and the large size of 4D vector field data. One approach to this challenge is to use integral surfaces to visualize the 4D properties of the field. However the construction of streak surfaces has remained elusive due to problems stemming from expensive computation and complex meshing schemes. We present a novel streak surface construction algorithm that generates the surface using a quadrangular mesh. In contrast to previous approaches the algorithm offers a combination of speed for exploration of 3D unsteady flow, high precision, and places less restriction on data or mesh size due to its CPU-based implementation compared to a GPU-based method. The algorithm can be applied to large data sets because it is based on local operations performed on the quad primitives. We demonstrate the technique on a variety of 3D, unsteady simulation data sets to show its speed and robustness. We also present both a detailed implementation and a performance evaluation. We show that a technique based on quad meshes handles large data sets and can achieve interactive frame rates

    Management and display of four-dimensional environmental data sets using McIDAS

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    Over the past four years, great strides have been made in the areas of data management and display of 4-D meteorological data sets. A survey was conducted of available and planned 4-D meteorological data sources. The data types were evaluated for their impact on the data management and display system. The requirements were analyzed for data base management generated by the 4-D data display system. The suitability of the existing data base management procedures and file structure were evaluated in light of the new requirements. Where needed, new data base management tools and file procedures were designed and implemented. The quality of the basic 4-D data sets was assured. The interpolation and extrapolation techniques of the 4-D data were investigated. The 4-D data from various sources were combined to make a uniform and consistent data set for display purposes. Data display software was designed to create abstract line graphic 3-D displays. Realistic shaded 3-D displays were created. Animation routines for these displays were developed in order to produce a dynamic 4-D presentation. A prototype dynamic color stereo workstation was implemented. A computer functional design specification was produced based on interactive studies and user feedback

    Real-time Realistic Rain Rendering

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    Artistic outdoor filming and rendering need to choose specific weather conditions in order to properly trigger the audience reaction; for instance, rain, one of the most common conditions, is usually employed to transmit a sense of unrest. Synthetic methods to recreate weather are an important avenue to simplify and cheapen filming, but simulations are a challenging problem due to the variety of different phenomena that need to be computed. Rain alone involves raindrops, splashes on the ground, fog, clouds, lightnings, etc. We propose a new rain rendering algorithm that uses and extends present state of the art approaches in this field. The scope of our method is to achieve real-time renders of rain streaks and splashes on the ground, while considering complex illumination effects and allowing an artistic direction for the drops placement. Our algorithm takes as input an artist-defined rain distribution and density, and then creates particles in the scene following these indications. No restrictions are imposed on the dimensions of the rain area, thus direct rendering approaches could rapidly overwhelm current computational capabilities with huge particle amounts. To solve this situation, we propose techniques that, in rendering time, adaptively sample the particles generated in order to only select the ones in the regions that really need to be simulated and rendered. Particle simulation is executed entirely in the graphics hardware. The algorithm proceeds by placing the particles in their updated coordinates. It then checks whether a particle is falling as a rain streak, it has reached the ground and it is a splash or, finally, if it should be discarded because it has entered a solid object of the scene. Different rendering techniques are used for each case. Complex illumination parameters are computed for rain streaks to select textures matching them. These textures are generated in a preprocess step and realistically simulate light when interacting with the optical properties of the water drops

    The LatMix summer campaign : submesoscale stirring in the upper ocean

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    Author Posting. © American Meteorological Society, 2015. This article is posted here by permission of American Meteorological Society for personal use, not for redistribution. The definitive version was published in Bulletin of the American Meteorological Society 96 (2015): 1257–1279, doi:10.1175/BAMS-D-14-00015.1.Lateral stirring is a basic oceanographic phenomenon affecting the distribution of physical, chemical, and biological fields. Eddy stirring at scales on the order of 100 km (the mesoscale) is fairly well understood and explicitly represented in modern eddy-resolving numerical models of global ocean circulation. The same cannot be said for smaller-scale stirring processes. Here, the authors describe a major oceanographic field experiment aimed at observing and understanding the processes responsible for stirring at scales of 0.1–10 km. Stirring processes of varying intensity were studied in the Sargasso Sea eddy field approximately 250 km southeast of Cape Hatteras. Lateral variability of water-mass properties, the distribution of microscale turbulence, and the evolution of several patches of inert dye were studied with an array of shipboard, autonomous, and airborne instruments. Observations were made at two sites, characterized by weak and moderate background mesoscale straining, to contrast different regimes of lateral stirring. Analyses to date suggest that, in both cases, the lateral dispersion of natural and deliberately released tracers was O(1) m2 s–1 as found elsewhere, which is faster than might be expected from traditional shear dispersion by persistent mesoscale flow and linear internal waves. These findings point to the possible importance of kilometer-scale stirring by submesoscale eddies and nonlinear internal-wave processes or the need to modify the traditional shear-dispersion paradigm to include higher-order effects. A unique aspect of the Scalable Lateral Mixing and Coherent Turbulence (LatMix) field experiment is the combination of direct measurements of dye dispersion with the concurrent multiscale hydrographic and turbulence observations, enabling evaluation of the underlying mechanisms responsible for the observed dispersion at a new level.The bulk of this work was funded under the Scalable Lateral Mixing and Coherent Turbulence Departmental Research Initiative and the Physical Oceanography Program. The dye experiments were supported jointly by the Office of Naval Research and the National Science Foundation Physical Oceanography Program (Grants OCE-0751653 and OCE-0751734).2016-02-0

    Content-adaptive lenticular prints

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    Lenticular prints are a popular medium for producing automultiscopic glasses-free 3D images. The light field emitted by such prints has a fixed spatial and angular resolution. We increase both perceived angular and spatial resolution by modifying the lenslet array to better match the content of a given light field. Our optimization algorithm analyzes the input light field and computes an optimal lenslet size, shape, and arrangement that best matches the input light field given a set of output parameters. The resulting emitted light field shows higher detail and smoother motion parallax compared to fixed-size lens arrays. We demonstrate our technique using rendered simulations and by 3D printing lens arrays, and we validate our approach in simulation with a user study

    Localized flow, particle tracing, and topological separation analysis for flow visualization

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    Since the very beginning of the development of computers they have been used to accelerate the knowledge gain in science and research. Today they are a core part of most research facilities. Especially in natural and technical sciences they are used to simulate processes that would be hard to observe in real world experiments. Together with measurements from such experiments, simulations produce huge amounts of data that have to be analyzed by researchers to gain new insights and develop their field of science

    Stability Analysis of Roughness Array Wake in a High-Speed Boundary Layer

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    Computations are performed to examine the effects of both an isolated and spanwise periodic array of trip elements on a high-speed laminar boundary layer, so as to identify the potential physical mechanisms underlying an earlier transition to turbulence as a result of the trip(s). In the context of a 0.333 scale model of the Hyper-X forebody configuration, the time accurate solution for an array of ramp shaped trips asymptotes to a stationary field at large times, indicating the likely absence of a strong absolute instability in the mildly separated flow due to the trips. A prominent feature of the wake flow behind the trip array corresponds to streamwise streaks that are further amplified in passing through the compression corner. Stability analysis of the streaks using a spatial, 2D eigenvalue approach reveals the potential for a strong convective instability that might explain the earlier onset of turbulence within the array wake. The dominant modes of streak instability are primarily sustained by the spanwise gradients associated with the streaks and lead to integrated logarithmic amplification factors (N factors) approaching 7 over the first ramp of the scaled Hyper-X forebody, and substantially higher over the second ramp. Additional computations are presented to shed further light on the effects of both trip geometry and the presence of a compression corner on the evolution of the streaks
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