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Published byMorgan Jenkins Modified over 9 years ago
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03/06/2008 Particle Rendering in ParaView
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Attention These slides are incomplete and are provided for the IEEE Vis 08 DVD. The complete and full set of slides will be available from the CSCS web site under the following link https ://twiki.cscs.ch/twiki/bin/view/ParaViewMeshless/ParticleRendering And in the event of broken/changed link, from the ParaView3 Wiki http://www.paraview.org/Wiki/ParaView
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Representation/Display Standard Display panel Surface/ Wireframe/ Points Colour editor Point Size (Cube Axes) (Interpolate) Opacity
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Color Editor (colour really) Change Presets Define your own Load Save Scale Log/Lin Fit to data (See Track changes) Change Color Space (interpolation between RGB values) Manually edit scale
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Point Sprite Representation 03/06/2008 Opacity control Track changes (max/min) 3 render modes Simple point As before, but with opacity Sprite A sphere, clearer contrast Shader Radius controls
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Opacity Auto Min/Max changes with scalar Enable disable auto change Set min max manually Values <min mapped to 0, >max, to 1 Values from 0-1 mapped to range according to opacity control setting Can also change overall value with slider (<1)
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Opacity 03/06/2008 Gaussian control Select peaks Drag left/right Drag up/down Scale/shrink Great for volumetric datasets
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Background color map for opacity 03/06/2008 When colour and opacity have same variable and same range Not 100% accurate, but useful
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Volume render effect
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Volume animation (shown last year at spheric)
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PointSize Change size according to taste All particles the same No perspective (well actually yes, but not accurate) No relative scale between particles Try zooming in/out Point smoothing changes particles to rounded squares/ almost circles NB. Bug. If Point Sprite selected, then simple point selected, size clamped.
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Depth Sort For transparency – particles must either be sorted back to front C out = C src * A src + (1 - A src ) * C dst Skip anything behind closest pixel Colour correct Alpha can get messy when compositing images in parallel – distributed overlap/sort TURN OFF DEPTH SORT FOR FASTER DISPLAY Wrong Right
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Depth Peeling Instead of sorting every object and drawing back to front Draw everything once and save the image Then draw it again, but only items in front of last one Then do it again, and again in ‘peels’ Objects are not sorted, but each pass renders stuff in front, gradually the final image is built up. Not bad for brains/bones Awful for lots of particles Uses advanced shaders which mess up our renderer Work in progress is getting depth peeling working with our renderer
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Sprite mode Spheres are drawn with shaded edges Improves contrast
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Shader mode Better for smaller datasets Where a parameter is to be highlighted
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Ellipsoids : Quadrics : To be continued
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