2005
DOI: 10.1016/j.cag.2004.11.004
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Virtual Tubelets—efficiently visualizing large amounts of particle trajectories

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Cited by 11 publications
(5 citation statements)
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“…Here, we propose the augmentation of the computation of particle trajectories on a graphics processing unit (GPU) with a method for storing and rendering a particle's recent history. This technique extends our previous work in [Schirski et al 2005], which introduces a high-quality but geometrically lightweight visualization method for particle trajectories based on billboardingtechniques.…”
Section: Introductionsupporting
confidence: 54%
“…Here, we propose the augmentation of the computation of particle trajectories on a graphics processing unit (GPU) with a method for storing and rendering a particle's recent history. This technique extends our previous work in [Schirski et al 2005], which introduces a high-quality but geometrically lightweight visualization method for particle trajectories based on billboardingtechniques.…”
Section: Introductionsupporting
confidence: 54%
“…The visualization of nerve cords with virtual tubelets originates from an approach developed to display particle trajectories in computational fluid dynamics. 17 A fast rendering speed and a convincing 3D effect are the advantages over standard polygonal tubes for visualization.…”
Section: Discussionmentioning
confidence: 99%
“…To adequately represent thicker cords, so-called tubelets were applied, which are accelerated and shaded by modern graphics cards. 17 The visualization of muscle twitches (caused by electric nerve stimulation and propagated through fat tissue to the skin surface) is based on morphing algorithms. Two geometries including the anatomical region of interest were applied, one with the relaxed muscle and another with the contracted one.…”
Section: Simulator Applicationmentioning
confidence: 99%
“…Therefore an approach similar to the ones in [18,20] is appropriate to create the visual effect of streamtubes on the geometry's surface, without actually creating tubes. First, we need to have some kind of tangential coordinate system, similar to the one needed for bump mapping.…”
Section: Postprocessingmentioning
confidence: 99%