de
en
Schliessen
Detailsuche
Bibliotheken
Projekt
Impressum
Datenschutz
zum Inhalt
Detailsuche
Schnellsuche:
OK
Ergebnisliste
Titel
Titel
Inhalt
Inhalt
Seite
Seite
Im Dokument suchen
Cuntz, Nicolas: Real-time particle systems and their application to flow visualizationEchtzeit-Partikelsysteme und deren Anwendung auf Strömungsvisualisierung. 2009
Inhalt
Acknowledgments
Abstract
Zusammenfassung
Contents
Prologue
My Contribution
Overview
Introduction
Graphics Hardware
The Modern Graphics Pipeline
General Purpose Computation on GPUs
Particle Systems
Particle System Characteristics
Particle Tracing
Hardware-accelerated Particle Systems
Grids and Level Sets
Field Advection
Level Sets
Distance Fields and Distance Transforms
Particle Level Sets
Flow Visualization
Particle Fluids
The Navier-Stokes Equations
Smoothed Particle Hydrodynamics
Real-time Particle Fluids
Smoothed Quantity Accumulation
Scattering Particle Contributions
Algorithmic Concept
Separating the Viscosity Force
Surface Rendering
Boundary Treatment
Evaluation
Particle Index Accumulation
An Explicit Solution to the n-nearest Neighbors Problem
Evaluation
Real-time Particle Level Sets
Grid Advection vs. Particle Motion
Fast Hierarchical Distance Transforms
Prior Work
Algorithmic Overview
Implementation
Evaluation
GPU-based Particle Level Sets
Prior Work
Data Structures
Level Set Reinitialization
Particle Reseeding
Setting a Particle's Radius
Level Set Advection and Particle Tracing
Level Set Correction
Evaluation
Examples
Object Modeling
Collision with Deformable Objects
Real-time Flow Visualization
Particle-based Climate Flow Visualization
The Typhoon Data Set
Requirements and Motivation
Prior Work
The Data Flow Until Visualization
Non-uniform Grids
Asynchronous Data Transfer
Height Field Rendering
Particle Tracing
Rendering Particles and Shadows
Evaluation
Time-Adaptive Flow Lines
Flow Lines and their Challenges
Prior Work
Stream, Path and Streak Lines
Line Construction
Flow Data Set Storage and Synchronization
Flow Data Sets Exceeding GPU Memory
Line Storage and Rendering
Evaluation
Flow Volumes Based on Particle Level Sets
Flow Volumes and the Problem of Dye Advection
Prior Work
Flow Volume Construction
Rendering
Evaluation
Virtual Reality Support
Epilogue
Summary
Future Directions
Conclusion
Bibliography
Index