Visualization HandbookCharles D. Hansen, Chris R. Johnson The Visualization Handbook provides an overview of the field of visualization by presenting the basic concepts, providing a snapshot of current visualization software systems, and examining research topics that are advancing the field. This text is intended for a broad audience, including not only the visualization expert seeking advanced methods to solve a particular problem, but also the novice looking for general background information on visualization topics. The largest collection of state-of-the-art visualization research yet gathered in a single volume, this book includes articles by a "who's who” of international scientific visualization researchers covering every aspect of the discipline, including: · Virtual environments for visualization · Basic visualization algorithms · Large-scale data visualization · Scalar data isosurface methods · Visualization software and frameworks · Scalar data volume rendering · Perceptual issues in visualization · Various application topics, including information visualization. * Edited by two of the best known people in the world on the subject; chapter authors are authoritative experts in their own fields; * Covers a wide range of topics, in 47 chapters, representing the state-of-the-art of scientific visualization. |
Contents
Isosurfaces | 37 |
Volume Rendering | 125 |
PART IV Vector Field Visualization | 259 |
PART V Tensor Field Visualization | 311 |
PART VI Geometric Modeling for Visualization | 357 |
PART VII Virtual Environments for Visualization | 411 |
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Common terms and phrases
addition algorithm allows analysis application approach called cells color color insert combined complex components compression Computer Graphics connectivity coordinates create dataset defined described detail developed direction display domain effective environment Equation example Explorer extraction face field Figure filter flow function geometry given grid hardware implementation important integral interactive interface interpolation isosurface light lines memory mesh method module nodes objects operations parallel particle performance plane points position possible present problem Proc Proceedings produce projection reference regions represent representation sampling scalar scientific scientific visualization selected shape shown shows simulation single slice space streamlines structure surface techniques tensor texture tion transfer function tree triangle types University values vector field vertex virtual volume rendering
References to this book
Fundamentals of Computer Graphics Peter Shirley,Michael Ashikhmin,Steve Marschner No preview available - 2005 |