Visualizing fluid flow with implicit techniques
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An algorithm for the construction of 3D-objects for the visualization of 3D vector and tensor fields is presented, based on primitives coming from metaballs introduced by Blinn and the convolution surfaces of Bloomenthal and Shoemake. By using these primitives, we can render stream and time lines, as well as corresponding surfaces. Critical points in the field do not prove to be a problem because of the melting and splitting properties of the representation used. The potential fields provide a variety of possibilities to map local parameters and tensor information in parallel with the overall global information. Rendering can be done with standard techniques like marching cubes, but for interactive working, further investigations for faster rendering can be done.