000 00397nam a2200145Ia 4500
999 _c170423
_d170423
020 _a3540332626
040 _cCUS
082 _a510
_bWEI/G
100 _aWeiskopf, Daniel
245 0 _aGPU-based interactive visualization techniques/
_cDaniel Weiskopf
260 _aBerlin:
_bSpringer,
_cc2007.
300 _axv, 312 p. :
_bill. ;
_c24 cm.
440 _a(Mathematics and visualization)
505 _a1 Introduction 1.1 Visualization Pipeline and Classification of Visualization Methods 1.2 GPU Rendering Pipeline 1.3 Methods and Goals 2 Visualization of 3D Scalar Fields 2.1 Optical Model for Volume Rendering 2.2 Volume Rendering Pipeline 2.3 Volume Rendering Approaches 2.4 Maintaining Constant Frame Rates in 3D Texture-Based Volume Rendering 2.5 Volume Clipping 2.6 Hierarchical Volume Visualization on GPU Clusters 2.7 Summary 3 Vector Field Visualization 3.1 Basics of Particle Tracing 3.2 Classification and Overview of Flow Visualization Methods 3.3 Semi-Lagrangian Noise and Dye Advection on Cartesian Domains 3.4 Dye Advection Based on Level-Sets 3.5 Flow Visualization on Curved Surfaces 3.6 Spacetime Framework for Time-Dependent Vector Fields 3.7 Summary 4 Perception-Oriented and Non-Photorealistic Rendering 4.1 Previous Work 4.2 Colorand the Perception of Motion 4.3 Color-Based Depth-Cueing 4.4 Non-Photorealistic Rendering of Depth Structures via Continuous Tone-Shading 4.5 Non-Photorealistic Halftoning 4.6 Summary 5 Conclusion
650 _aComputer graphics
650 _aInformation visualization
650 _aDigital computer simulation
650 _aInformation display systems
650 _aVisualization--Technique
650 _aComputer Science
942 _cWB16