Lecture 6.2: Flow Vis: Marker Techniques
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Motivation
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Goals: see movement of fluid (direction/velocity) in instant or over time
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Applications
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aerodynamics
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CAD -- airflow over surfaces such as cars
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airflow through/around buildings
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ocean currents
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fluid flow through pumps/valves
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electromagnetics
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Traditionally
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release markers (smoke, bubbles, dye) in flow
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watch where it goes
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many flow vis techniques mimic these techniques
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Types of Flows
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steady state: flow field static over visualization
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unsteady: flow field changes over time
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Implications
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computational complexity
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representational complexity
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Glyphs
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Some techniques
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arrows/hedgehog/tufts (VID: EPA 11/22/94)
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arrows with range (Wittenbrink, Pang, & Lodha, TVCG Sept '96)
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tensor glyphs (Post, Walsum, Post, & Silver, Vis '95)
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Related Issues
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glyph placement/density (Dovey, Vis '95)
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interactive probing
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analysis of topology
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Color
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color as auxilliary: usually magnitude
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color wheel (Johansen and Moorhead, CG&A '95) (VID: Vis '94)
color angle shows orientation (convert u,v to polar coords)
optionally, mag as saturation or lightness or both
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interactive color (Boring and Pang, Vis '96) (VID: Vis '96)
color to show relationship between vec and light
interactive exploration
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Particle Advection
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release weightless particles into flow, follow their paths (VID: NASA '91)
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color by:
release location
age
field characteristics: velocity, pressure, etc.
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positional accuracy
Euler's method: error O(dt^2)
Runge-Kutta: error O(dt^3)
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speed vs accuracy issues
method
stepsize
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Lines
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Generally:
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follow path of marker through flow
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same speed/accuracy concerns as particles
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Types of line markers
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streamline: path of single marker (in steady or unsteady flow)
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streakline: path of stream of markers from single release point in changing flow
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Streamline placement
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ideally:
show off interesting features
even spacing in merging/diverging fields
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idea: use field to guide line placement incrementally (Turk & Banks, SIGGRAPH '96) (VID: SIG '96)
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Tubes
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3D entities for improved perception
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tube = surface at constant distance from streamline
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auxillary information display
can color to show value
can vary radius to show value
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Stream Polygon (Schroeder, Volpe, & Lorensen, Vis '91)
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use polygon perpendicular to stream line
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can be deformed by forces
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Illuminated lines (Zockler, Stalling, and Hege, Vis '96) (VID: Vis '96)
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idea: shade streamlines to give better shape/depth cues
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catch: no hardware support for shaded lines
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method:
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use texture-mapping hardware to do line shading
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diffuse: 1D texture indexed by L*T (light * tangent)
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specular: 2D texture indexed by light and view angle
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load texture maps to five correct illuminatio for those lighting/viewing conditions
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Stream Surface (Hultquist, Vis '92)
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method
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generate stream lines
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join adjacent streamlines to form triangles
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issue: diverging and merging flows