Thomas Elboth

dblp:32/5568 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2006
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Visualization and visual analytics · 77% Rendering · 23%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › scientific visualization › field visualization
vector field visualization
0.112006
High-Quality and Interactive Animations of 3D Time-Varying Vector Fields · IEEE Trans. Vis. Comput. Graph. 2006
Rendering › volume rendering
texture-based volume rendering
0.012006
High-Quality and Interactive Animations of 3D Time-Varying Vector Fields · IEEE Trans. Vis. Comput. Graph. 2006

Methods — techniques the papers use, named apart from their topics

sparse representation · 0.1particle advection · 0.1
YearPublicationVenuePosition
2006 High-Quality and Interactive Animations of 3D Time-Varying Vector Fields
abstract
In this paper, we present an interactive texture-based method for visualizing three-dimensional unsteady vector fields. The visualization method uses a sparse and global representation of the flow, such that it does not suffer from the same perceptual issues as is the case for visualizing dense representations. The animation is made by injecting a collection of particles evenly distributed throughout the physical domain. These particles are then tracked along their path lines. At each time step, these particles are used as seed points to generate field lines using any vector field such as the velocity field or vorticity field. In this way, the animation shows the advection of particles while each frame in the animation shows the instantaneous vector field. In order to maintain a coherent particle density and to avoid clustering as time passes, we have developed a novel particle advection strategy which produces approximately evenly-spaced field lines at each time step. To improve rendering performance, we decouple the rendering stage from the preceding stages of the visualization method. This allows interactive exploration of multiple fields simultaneously, which sets the stage for a more complete analysis of the flow field. The final display is rendered using texture-based direct volume rendering.
Anders Helgeland, Thomas Elboth
IEEE Trans. Vis. Comput. Graph.2