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dc.contributor.authorРоманюк, Олександр
dc.contributor.authorВяткін, Сергій
dc.contributor.authorАнтощук, Світлана
dc.date.accessioned2020-10-25T12:25:22Z
dc.date.available2020-10-25T12:25:22Z
dc.date.issued2019-08-23
dc.identifier.citationHerald of Advanced Information Technology 2019; Vol.2 No.3: 173–182uk_UA
dc.identifier.urihttp://ir.lib.vntu.edu.ua//handle/123456789/30756
dc.descriptionСтаттяuk_UA
dc.description.abstractThe paper describes a method of visualization of three-dimensional vector fields adapted for GPUs. The aim of this work is to develop and implement a method of visualization of three-dimensional vector fields, effectively using GPUs. The software for visualization of three-dimensional vector field based on algorithms developed by the authors is created. This application provides visualization of three-dimensional vector fields through an interactively controlled animation sequence. The main criteria for evaluating the performance of visualization algorithms are the ease of interpretation and performance. The paper deals with the problems of adaptation of the computational model of vector field visualization algorithms to the implementation based on the GPU. Effective data representation for methods implemented based on vertex and pixel shaders of graphic processors is developed. The generalized model of calculations based on the graphic processor is offered. The program for interactive visualization of sections of a three-dimensional field of speeds by means of animation is created. A method of decomposition of a three-dimensional texture cube to represent a three-dimensional vector field is developed. All proposed algorithms are implemented in the form of software modules that can be used to build a visualization system. This paper describes a method of ray casting for visualizing three-dimensional vector fields. The distinguishing features of this method are the separation of the screen into cells (spans) and the pipelining of calculations using an intermediate description of the frame in the form of a list of primitives. Splitting calculations into two phases using an intermediate frame description allows achieving maximum performance at the stage of pixel calculations that require the most resources and determine the performance of the system as a whole. The advantages of such an approach over the frame-buffer visualization method are shown. The use of modern graphics equipment allows achieving the best results inuk_UA
dc.language.isoenuk_UA
dc.publisherОдеський національний політехнічний університетuk_UA
dc.subject3D vector fields;, ray casting; scalar fields; rendering; visualizationuk_UA
dc.title3D VECTOR FIELDS VISUALIZATION USING GRAPHICS PROCESSING UNITSuk_UA
dc.typeArticleuk_UA
dc.identifier.udc004.925.8


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Показати скорочену інформацію