2012
DOI: 10.1109/tvcg.2012.218
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ElVis: A System for the Accurate and Interactive Visualization of High-Order Finite Element Solutions

Abstract: Fig. 1. Pressure field on the ONERA M6 Wing (Section 5.1.2), rendered using ElVis and illustrating the application of color maps and contour lines on curved and planar surfaces.Abstract-This paper presents the Element Visualizer (ElVis), a new, open-source scientific visualization system for use with highorder finite element solutions to PDEs in three dimensions. This system is designed to minimize visualization errors of these types of fields by querying the underlying finite element basis functions (e.g., hi… Show more

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Cited by 29 publications
(25 citation statements)
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“…The delta-wing geometry is linear and the computational mesh consists of 19410 quadratic tetrahedral elements with straight edges. The numerical solution has been obtained via a discontinuous Galerkin solver 3 . Figure 1 depicts a linear visualization of the solution on a plane cut located at the trailing edge of the wing.…”
Section: Visualization Errors or Artifacts?mentioning
confidence: 99%
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“…The delta-wing geometry is linear and the computational mesh consists of 19410 quadratic tetrahedral elements with straight edges. The numerical solution has been obtained via a discontinuous Galerkin solver 3 . Figure 1 depicts a linear visualization of the solution on a plane cut located at the trailing edge of the wing.…”
Section: Visualization Errors or Artifacts?mentioning
confidence: 99%
“…The purpose of this chapter is to give a brief overview of the Element Visualiser (ElVis) [7], which aims to address these issues through a novel approach that provides interactive and accurate visualization of high-order simulations 1 . The simulations are represented by spectral/hp finite element fields that are produced by the continuous or discontinuous Galerkin methods.…”
Section: Introductionmentioning
confidence: 99%
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“…Após calcular a equação da reta de interseção para cada uma das faces do elemento, calculamos o ponto mais próximo do fragmento em cada uma das retas. O ponto da reta mais próximo ao fragmentoé calculado como: (3)(4)(5)(6)(7)(8)(9)(10)(11)(12)(13)(14)(15)(16)(17)(18)(19) onde b ié a coordenada baricêntrica de p m em relação ao vértice i do triângulo e v rié a coordenada do vértice i no espaço da superfície renderizada.…”
Section: Triângulounclassified
“…Em (4), a visualizaçãoé restrita a cortes planares, uma aproximação da interseção entre o plano de corte e o modeló e calculada na CPU eé feito no shader de fragmentos o cálculo do valor do campo escalar na posição de cada fragmento. Em (16,17), a renderização de superfícies arbitrárias de corte (superfícies implícitas e paramétricas)é feita através de um algoritmo de traçado de raio em GPU. A implmentação utiliza o framework de traçado de raio OptiX da Nvidia e o modeloé estruturado em GPU na forma de um grafo.…”
Section: Introductionunclassified