Lecture 7.1: Flow Vis: Texture Approaches
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Flow Volumes (Max, Becker, & Crawfis, Vis '93)
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Texture Splats (Crawfis & Max, Vis '93)
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General splatting (Westover, SIGGRAPH '90)
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for each voxel
compute contribution to image
composite with previous voxel contributions
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each splat modeled as Gaussian
precompute splats; variable resolution
originally no perspective
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enhancements: hierarchical splatting (Laur & Hanrahan, SIGGRAPH '91)
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use octtree to estimate contribution of each splat
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match precision to anticipated size
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approximate splats by RGBA Gouraud-shaded pgons
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Texture Splat Method
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for each data point
splat textured kernel into image
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Options
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splat shape altered to show:
orientation
magnitude
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splat feature phase altered to construct animated textures
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Spot Noise (van Wijk, SIGGRAPH '91; de Leeuw & van Wijk, Vis '95)
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Method
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construct spot noise texture by composition of randomly weighted and positioned spots
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use vector field to control local spot attributes
magnitude -> spot scaling (area preserved)
direction -> spot orientation
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Extension
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bend spots along neighboring streamlines
for sharply curving flows
for diverging/converging flows