VMV12
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Browsing VMV12 by Subject "Computer Graphics"
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Item Analysis of Vortex Merge Graphs(The Eurographics Association, 2012) Kasten, Jens; Zoufahl, Andre; Hege, Hans-Christian; Hotz, Ingrid; Michael Goesele and Thorsten Grosch and Holger Theisel and Klaus Toennies and Bernhard PreimWe propose an analysis framework to investigate different flow quantities such as vorticity, λ<sub>2</sub> or the acceleration magnitude along vortex merge graphs and within their regions of influence. The explicit extraction of vortex merge graphs enables the application of statistical tools to investigate the vortex core lines themselves. The analysis tool provides common plots as scatter plots and parallel coordinates to explore the correlation of different quantities. An abstract representation of the vortex merge graph highlights birth, death and merges of vortices. Interactive picking of substructures supports a closer insepection of single vortices and their evolution. A further step integrates the regions of influence into the statistical analysis. Minima, maxima, median, mean and other percentiles of the measures along the vortex merge graph and its regions are visualized. The usability of the framework is demonstrated using a simulated flow data set of a mixing layer and a jet.Item Hybrid Sample-based Surface Rendering(The Eurographics Association, 2012) Reichl, Florian; Chajdas, Matthäus G.; Bürger, Kai; Westermann, Rüdiger; Michael Goesele and Thorsten Grosch and Holger Theisel and Klaus Toennies and Bernhard PreimThe performance of rasterization-based rendering on current GPUs strongly depends on the abilities to avoid overdraw and to prevent rendering triangles smaller than the pixel size. Otherwise, the rates at which highresolution polygon models can be displayed are affected significantly. Instead of trying to build these abilities into the rasterization-based rendering pipeline, we propose an alternative rendering pipeline implementation that uses rasterization and ray-casting in every frame simultaneously to determine eye-ray intersections. To make ray-casting competitive with rasterization, we introduce a memory-efficient sample-based data structure which gives rise to an efficient ray traversal procedure. In combination with a regular model subdivision, the most optimal rendering technique can be selected at run-time for each part. For very large triangle meshes our method can outperform pure rasterization and requires a considerably smaller memory budget on the GPU. Since the proposed data structure can be constructed from any renderable surface representation, it can also be used to efficiently render isosurfaces in scalar volume fields. The compactness of the data structure allows rendering from GPU memory when alternative techniques already require exhaustive paging.