Eurovis: Eurographics Conference on Visualization
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Browsing Eurovis: Eurographics Conference on Visualization by Subject "and texture"
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Item Depth of Field Effects for Interactive Direct Volume Rendering(The Eurographics Association and Blackwell Publishing Ltd., 2011) Schott, Mathias; Grosset, A. V. Pascal; Martin, Tobias; Pegoraro, Vincent; Smith, Sean T.; Hansen, Charles D.; H. Hauser, H. Pfister, and J. J. van WijkIn this paper, a method for interactive direct volume rendering is proposed for computing depth of field effects, which previously were shown to aid observers in depth and size perception of synthetically generated images. The presented technique extends those benefits to volume rendering visualizations of 3D scalar fields from CT/MRI scanners or numerical simulations. It is based on incremental filtering and as such does not depend on any precomputation, thus allowing interactive explorations of volumetric data sets via on-the-fly editing of the shading model parameters or (multi-dimensional) transfer functions.Item Visualization of Particle-based Data with Transparency and Ambient Occlusion(The Eurographics Association and John Wiley & Sons Ltd., 2015) Staib, Joachim; Grottel, Sebastian; Gumhold, Stefan; H. Carr, K.-L. Ma, and G. SantucciParticle-based simulation techniques, like the discrete element method or molecular dynamics, are widely used in many research fields. In real-time explorative visualization it is common to render the resulting data using opaque spherical glyphs with local lighting only. Due to massive overlaps, however, inner structures of the data are often occluded rendering visual analysis impossible. Furthermore, local lighting is not sufficient as several important features like complex shapes, holes, rifts or filaments cannot be perceived well. To address both problems we present a new technique that jointly supports transparency and ambient occlusion in a consistent illumination model. Our approach is based on the emission-absorption model of volume rendering. We provide analytic solutions to the volume rendering integral for several density distributions within a spherical glyph. Compared to constant transparency our approach preserves the three-dimensional impression of the glyphs much better. We approximate ambient illumination with a fast hierarchical voxel cone-tracing approach, which builds on a new real-time voxelization of the particle data. Our implementation achieves interactive frame rates for millions of static or dynamic particles without any preprocessing. We illustrate the merits of our method on real-world data sets gaining several new insights.