2014
DOI: 10.1007/s12665-014-3445-9
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Rendering technique of multi-layered domain boundaries and its application to fluid flow in porous media visualizations

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Cited by 5 publications
(5 citation statements)
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“…[GRZ*10] show different approaches employing geometry shaders, or ray casting, while Naumov et al. [NBK13] investigate rendering flow in a porous medium in a virtual reality environment and tackling occlusion issues. Zhang et al.…”
Section: Related Work In Visualization and Porous Media Researchmentioning
confidence: 99%
“…[GRZ*10] show different approaches employing geometry shaders, or ray casting, while Naumov et al. [NBK13] investigate rendering flow in a porous medium in a virtual reality environment and tackling occlusion issues. Zhang et al.…”
Section: Related Work In Visualization and Porous Media Researchmentioning
confidence: 99%
“…For the visualization of multiple domain boundaries, we used a two-sided material rendering technique (described in detail in Naumov et al (2014)) obtaining an unobscured view on the local fluid flow visualization simultaneously keeping the reference to the geometry. Figure 15 depicts the particle visualization with two-sided materials rendering.…”
Section: Pore-scale Modeling and Visualizationmentioning
confidence: 99%
“…Visualization of the Bode catchment (bold red lines) of the TERENO investigation based on a digital elevation model (DEM) including the intensive test sites, Rappbode reservoir(Rinke et al 2013…”
mentioning
confidence: 99%
“…The main target of information share-oriented and game-rooted systems is to develop virtual scenarios to attract the users, although the two systems differ in that the latter aims to provide convenient visual methods for data research, expression and understanding, while the latter aims to provide users with vivid scenarios that allow deep perceptions as well as fun. To satisfy the needs of both systems, much work has focused on the fields of scientific visualization of environmental systems and processes (e.g., Rink et al 2014a, b;Helbig et al 2014;Liu et al 2014;Naumov et al 2014) and Virtual Reality (VR) (e.g., Rauschert et al 2002;Wall and Brewster 2004;Jansson and Pedersen 2005;Bilke et al 2014). These efforts have greatly promoted the use of virtual environments to some extent.…”
mentioning
confidence: 99%