Haptic applications are difficult to debug due to their high update rate and many factors influencing their execution. In this paper, we describe a practical visual debugger for single-point-of-contact haptic devices ...
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Magnetocardiograph (MCG) is one of the most useful diagnosing tools for myocardial ischemic diseases and the conduction abnormality, since the technique directly measures magnetic fields generated by myocardial curren...
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For about twenty years the standard color sampling method for RGBA volume data has been the interpolation of opacity-weighted colors. In this work, we discuss the underlying approximations and derive an improved sampl...
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ISBN:
(纸本)9781586039219
For about twenty years the standard color sampling method for RGBA volume data has been the interpolation of opacity-weighted colors. In this work, we discuss the underlying approximations and derive an improved sampling method, which avoids some of these approximations. With the help of several examples and experiments we demonstrate that our new technique is in fact preferable for direct volume rendering of RGBA data. Moreover, we show that the same improvement can be applied to downsampling filters. Finally, we propose a procedure to design improved downsampling filters for the generation of pyramid RGBA volume data such as mipmap volume textures.
Multigrid finite-element solvers using the corotational formulation of finite elements provide an attractive means for the simulation of deformable bodies exhibiting linear elastic response. The separation of rigid bo...
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This work presents an efficient extension of pre-integrated volume rendering for multi-dimensional transfer functions. Since even two-dimensional transfer functions can result in strong rendering artifacts that cannot...
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In this paper we discuss generalizations of instantaneous, local vortex criteria. We incorporate information on spatial context and temporal development into the detection process. The presented method is generic in s...
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ISBN:
(纸本)9781586039219
In this paper we discuss generalizations of instantaneous, local vortex criteria. We incorporate information on spatial context and temporal development into the detection process. The presented method is generic in so far that it can extend any given Eulerian criterion to take the Lagrangian approach into account. Furthermore, we present a visual aid to understand and steer the feature extraction process. We show that the delocalized detectors are able to distinguish between connected vortices and help understanding regions of multiple interacting vortex structures. The delocalized detectors extract smoother structures and reduce noise in the vortex detection result.
Traveling through virtual environments (VEs) by means of real walking is a challenging task since usually the size of the virtual world exceeds the size of the tracked interaction space. Redirected walking is one conc...
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Improving the visual appearance of coarse triangle meshes is usually done with graphics hardware with per-pixel shading techniques. Improving the appearance at silhouettes is inherently hard, as shading has only a sma...
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ISBN:
(纸本)9781568814230
Improving the visual appearance of coarse triangle meshes is usually done with graphics hardware with per-pixel shading techniques. Improving the appearance at silhouettes is inherently hard, as shading has only a small influence there and the geometry must be corrected. With the new geometry shader stage released with DirectX 10, the functionality to generate new primitives from an input primitive is available. Also the shader can access a restricted primitive neighborhood. In this paper, we present a curved surface patch that can deal with this restricted data available in the geometry shader. A surface patch is defined over a triangle with its vertex normals and the three edge neighbor triangles. Compared to PN triangles, which define a curved patch using just the triangle with its vertex normals, our surface patch is G1 continuous with its three neighboring patches. The patch is obtained by blending two cubic Bézier patches for each triangle edge. In this way, our surface is especially suitable for efficient, high-quality tessellation on the GPU. We show the construction of the surface and how to add special features such as creases. Thus, the appearance of the surface patch can be fine-tuned easily. The surface patch is easy to integrate into existing polygonal modeling and rendering environments. We give some examples using Autodesk Maya.
The construction and processing of surface geometry can be done by connecting surface primitives to vertices, edges, and neighbors. The representation schemes of surface geometry are vertex-based, edge-based, and quad...
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The construction and processing of surface geometry can be done by connecting surface primitives to vertices, edges, and neighbors. The representation schemes of surface geometry are vertex-based, edge-based, and quad-edge-based. Catmull and Clark rule of subdivision includes three different rules to create new vertices in the refined control mesh, that are vertex, edge, and face subdivision rule. A new vertex can be created in the refined mesh as a convex combination of the vertices in the neighborhood of vertex, edge, and face in the control mesh. The first subdivision step has a quadrangle control mesh and number of vertices with valence unequal to four constant during refinement. The Charles Loop subdivision scheme is based on box spline and during a subdivision a triangle is divided into four triangles through vertex and edge subdivision rule.
We present NoiseVis3D a framework for the interactive three dimensional visualization of traffic noise. The framework allows the visualization of noise maps in new ways including multilayer 2D maps, volume rendering o...
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