ScienceDirect® Home Skip Main Navigation Links
You have guest access to ScienceDirect. Find out more.
 
Home
Browse
My Settings
Alerts
Help
 Quick Search
 Search tips (Opens new window)
    Clear all fields    
advertisementadvertisement
Computers & Graphics
Volume 25, Issue 5, October 2001, Pages 847-855
 
Font Size: Decrease Font Size  Increase Font Size
 Abstract - selected
Article
Purchase PDF (461 K)

 
 
 
Related Articles in ScienceDirect
View More Related Articles
 
View Record in Scopus
 
doi:10.1016/S0097-8493(01)00126-1    How to Cite or Link Using DOI (Opens New Window)
Copyright © 2001 Elsevier Science Ltd. All rights reserved.

Technical Section

Visualizing vector fields: the thick oriented stream-line algorithm (TOSL)

A. SannaCorresponding Author Contact Information, E-mail The Corresponding Author, a, B. Montrucchioa, P. Montuschia and A. Sparavignab

a Dipartimento di Automatica e Informatica, Politecnico di Torino, corso Duca degli Abruzzi 24, 10129 Torino ( Italy) b Dipartimento di Fisica and Istituto Nazionale di Fisica della Materia (INFM), Politecnico di Torino, corso Duca degli Abruzzi 24, 10129 Torino ( Italy)

Available online 7 September 2001.

Purchase the full-text article



References and further reading may be available for this article. To view references and further reading you must purchase this article.

Abstract

The visualization of dense vector fields has important applications for scientific purposes. Beyond the standard methods, such as arrows and particle tracing, texture-based methods are able to show almost all the details of a field. This paper presents the Thick Oriented Stream-Line (TOSL) algorithm, which can show direction, orientation and local flow speed even for dense vector fields by simulating the convolution process. A practical comparison of the performances of TOSL vs. other visualizations algorithms (LIC and fastLIC) shows that the proposed algorithm can provide output textures faster than the other considered techniques.

Author Keywords: Scientific visualization; Vector field visualization; Texture synthesis

Article Outline

1. Introduction
2. Background and related works
3. Goals and basic ideas
4. The TOSL algorithm
4.1. Algorithm description
4.2. TOSL key points
5. Results
6. Conclusion and future work
References







Computers & Graphics
Volume 25, Issue 5, October 2001, Pages 847-855
 
Home
Browse
My Settings
Alerts
Help
Elsevier.com (Opens new window)
About ScienceDirect  |  Contact Us  |  Information for Advertisers  |  Terms & Conditions  |  Privacy Policy
Copyright © 2008 Elsevier B.V. All rights reserved. ScienceDirect® is a registered trademark of Elsevier B.V.