Development of the streamline rendering

 

Plain streamlines

Adding depth cueing

Line anti-aliasing

Thicker streamlines

With end tapering

Adding gaps between streamlines

With arrows on streamline ending

With particle haze(exponential absorption)

With particle haze(linear absorption)

With scalar regions as different materials(velocity = vector length)

With scalar regions as different materials and opacity(velocity = vector length)

With scalar regions as different materials and streamline resolutions(velocity)

With scalar regions as different materials, opacity and resolutions(velocity)

With scalar regions as different materials, opacity, resolutions and line width(velocity)

With continuous transfer function mapping on streamline resolutions(velocity)

With continuous transfer function mapping on streamline resolutions and opacity(velocity)

With continuous transfer function mapping on streamline color(property: angle in z-direction)

With continuous transfer function mapping on streamline color + depth coding (property: angle in z-direction)

Focus-context with different resolutions an materials

Focus-context with different resolutions, opacity and materials

Focus-context with different resolutions , opacity, materials and line width

Focus-context with different resolutions, materials and opacity,

sphere as focus-region

Focus-context with different resolutions, materials, line width and opacity. Sphere as focus-region and scalar regions in focus.

Recalculation type: focus as seedpoint region. Scalar regions(velocity)

Recalculation type: focus as seedpoint region. Continuous scalar transfer function(velocity)