1,299 research outputs found

    Multi-touch 3D Exploratory Analysis of Ocean Flow Models

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    Modern ocean flow simulations are generating increasingly complex, multi-layer 3D ocean flow models. However, most researchers are still using traditional 2D visualizations to visualize these models one slice at a time. Properly designed 3D visualization tools can be highly effective for revealing the complex, dynamic flow patterns and structures present in these models. However, the transition from visualizing ocean flow patterns in 2D to 3D presents many challenges, including occlusion and depth ambiguity. Further complications arise from the interaction methods required to navigate, explore, and interact with these 3D datasets. We present a system that employs a combination of stereoscopic rendering, to best reveal and illustrate 3D structures and patterns, and multi-touch interaction, to allow for natural and efficient navigation and manipulation within the 3D environment. Exploratory visual analysis is facilitated through the use of a highly-interactive toolset which leverages a smart particle system. Multi-touch gestures allow users to quickly position dye emitting tools within the 3D model. Finally, we illustrate the potential applications of our system through examples of real world significance

    Geometry of unsteady fluid transport during fluid–structure interactions

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    We describe the application of tools from dynamical systems to define and quantify the unsteady fluid transport that occurs during fluid–structure interactions and in unsteady recirculating flows. The properties of Lagrangian coherent structures (LCS) are used to enable analysis of flows with arbitrary time-dependence, thereby extending previous analytical results for steady and time-periodic flows. The LCS kinematics are used to formulate a unique, physically motivated definition for fluid exchange surfaces and transport lobes in the flow. The methods are applied to numerical simulations of two-dimensional flow past a circular cylinder at a Reynolds number of 200; and to measurements of a freely swimming organism, the Aurelia aurita jellyfish. The former flow provides a canonical system in which to compare the present geometrical analysis with classical, Eulerian (e.g. vortex shedding) perspectives of fluid–structure interactions. The latter flow is used to deduce the physical coupling that exists between mass and momentum transport during self-propulsion. In both cases, the present methods reveal a well-defined, unsteady recirculation zone that is not apparent in the corresponding velocity or vorticity fields. Transport rates between the ambient flow and the recirculation zone are computed for both flows. Comparison of fluid transport geometry for the cylinder crossflow and the self-propelled swimmer within the context of existing theory for two-dimensional lobe dynamics enables qualitative localization of flow three-dimensionality based on the planar measurements. Benefits and limitations of the implemented methods are discussed, and some potential applications for flow control, unsteady propulsion, and biological fluid dynamics are proposed

    The State of the Art in Flow Visualization: Dense and Texture-Based Techniques

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    Flow visualization has been a very attractive component of scientific visualization research for a long time. Usually very large multivariate datasets require processing. These datasets often consist of a large number of sample locations and several time steps. The steadily increasing performance of computers has recently become a driving factor for a reemergence in flow visualization research, especially in texture-based techniques. In this paper, dense, texture-based flow visualization techniques are discussed. This class of techniques attempts to provide a complete, dense representation of the flow field with high spatio-temporal coherency. An attempt of categorizing closely related solutions is incorporated and presented. Fundamentals are shortly addressed as well as advantages and disadvantages of the methods. Categories and Subject Descriptors (according to ACM CCS): I.3 [Computer Graphics]: visualization, flow visualization, computational flow visualizatio

    Chaotic advection at large PĂ©clet number: Electromagnetically driven experiments, numerical simulations, and theoretical predictions

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    International audienceWe present a combination of experiment, theory, and modelling on laminar mixing at large Péclet number. The flow is produced by oscillating electromagnetic forces in a thin electrolytic fluid layer, leading to oscillating dipoles, quadrupoles, octopoles, and disordered flows. The numerical simulations are based on the Diffusive Strip Method (DSM) which was recently introduced (P. Meunier and E. Villermaux, " The diffusive strip method for scalar mixing in two-dimensions, " J. Fluid Mech. 662, 134–172 (2010)) to solve the advection-diffusion problem by combining Lagrangian techniques and theoretical modelling of the diffusion. Numerical simulations obtained with the DSM are in reasonable agreement with quantitative dye visualization experiments of the scalar fields. A theoretical model based on log-normal Probability Density Functions (PDFs) of stretching factors, characteristic of homogeneous turbulence in the Batchelor regime, allows to predict the PDFs of scalar in agreement with numerical and experimental results. This model also indicates that the PDFs of scalar are asymptotically close to log-normal at late stages, except for the large concentration levels which correspond to low stretching factors

    Image Space Advection on graphics hardware

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    www.icg.tu-graz.ac.at The scientific visualization and computer graphics communities have witnessed a tremendous rise in graphics processing unit (GPU) related literature and methodology recently. This is due in part to the rapidly increasing processing speed offered by graphics cards. Parallel to this, we have seen several advances made in the area of texture-based flow visualization. We present a texture-based flow visualization technique, Image Space Advection (ISA), that takes advantage of the computing power offered by recent, state-of-theart GPUs. We have implemented a completely GPU-based version of the ISA algorithm. Here we describe our implementation in detail, including both the advantages and disadvantages of implementing ISA on the GPU. The result is state-of-the-art technique that demonstrates the latest in terms of both flow visualization methodology and GPU programming

    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

    Texture advection on discontinuous flows

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    Texture advection techniques, which transport textures using a velocity field, are used to visualize the dynamics of a flow on a triangle mesh. Some flow phenomena lead to velocity fields with discontinuities that cause the deformation of the texture which is not properly controlled by these techniques. We propose a method to detect and visualize discontinuities on a flow, keeping consistent texture advection at both sides of the discontinuity. The method handles the possibility that the discontinuity travels across the domain of the flow with arbitrary velocity, estimating its speed with least-squares approximation. The technique is tested with different sample scenarios and with two avalanche scenes, showing that it can run at interactive rates
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