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authorWilrik de Loose <wilrik@wilrik.nl>2008-01-10 08:19:47 (GMT)
committerWilrik de Loose <wilrik@wilrik.nl>2008-01-10 08:19:47 (GMT)
commite3de4a446a837a6dd4dbe15656c24649696afa96 (patch)
tree1f1b74ddb664e6ed13a3063c95723872f3a6c3aa
parentc66a1ba1d72dd14d072bd1972c40ed31c377b291 (diff)
download2iv35-e3de4a446a837a6dd4dbe15656c24649696afa96.zip
2iv35-e3de4a446a837a6dd4dbe15656c24649696afa96.tar.gz
2iv35-e3de4a446a837a6dd4dbe15656c24649696afa96.tar.bz2
Verslag bijgewerkt
-rw-r--r--Smoke/Week 2.suobin76288 -> 76288 bytes
-rw-r--r--Smoke/palette.c4
-rw-r--r--Smoke/report/2IV35-Report.aux1
-rw-r--r--Smoke/report/2IV35-Report.log173
-rw-r--r--Smoke/report/2IV35-Report.pdfbin265587 -> 425318 bytes
-rw-r--r--Smoke/report/2IV35-Report.tex1
-rw-r--r--Smoke/report/2IV35-Report.toc61
-rw-r--r--Smoke/report/chapter1.tex4
-rw-r--r--Smoke/report/chapter10.tex37
-rw-r--r--Smoke/report/chapter2.tex11
-rw-r--r--Smoke/report/chapter3.aux4
-rw-r--r--Smoke/report/chapter3.tex39
-rw-r--r--Smoke/report/chapter4.aux12
-rw-r--r--Smoke/report/chapter4.tex12
-rw-r--r--Smoke/report/chapter5.aux10
-rw-r--r--Smoke/report/chapter5.tex12
-rw-r--r--Smoke/report/chapter6.aux10
-rw-r--r--Smoke/report/chapter6.tex15
-rw-r--r--Smoke/report/chapter7.aux18
-rw-r--r--Smoke/report/chapter7.tex14
-rw-r--r--Smoke/report/chapter8.aux10
-rw-r--r--Smoke/report/chapter8.tex10
-rw-r--r--Smoke/report/chapter9.aux8
-rw-r--r--Smoke/report/chapter9.tex3
24 files changed, 307 insertions, 162 deletions
diff --git a/Smoke/Week 2.suo b/Smoke/Week 2.suo
index 72cca27..cb0ea2e 100644
--- a/Smoke/Week 2.suo
+++ b/Smoke/Week 2.suo
Binary files differ
diff --git a/Smoke/palette.c b/Smoke/palette.c
index a17c143..a653db7 100644
--- a/Smoke/palette.c
+++ b/Smoke/palette.c
@@ -146,7 +146,7 @@ static struct color4f trip_like_i_do(float value)
return_value.b = 0;
return_value.g = 0;
- val = (int)(value *100) %10;
+ val = (int)(value * 100) % 10;
return_value.r = trip_like_i_do_arr[val][0];
return_value.g = trip_like_i_do_arr[val][1];
@@ -161,7 +161,7 @@ static struct color4f colormap_fire(float value)
struct color4f return_value;
return_value.r = value;
- return_value.g = value / 5.0f;
+ return_value.g = value / 3.0f;
return_value.b = 0.0f;
return return_value;
diff --git a/Smoke/report/2IV35-Report.aux b/Smoke/report/2IV35-Report.aux
index 4e49bb4..2cf41a8 100644
--- a/Smoke/report/2IV35-Report.aux
+++ b/Smoke/report/2IV35-Report.aux
@@ -9,3 +9,4 @@
\@input{chapter7.aux}
\@input{chapter8.aux}
\@input{chapter9.aux}
+\@input{chapter10.aux}
diff --git a/Smoke/report/2IV35-Report.log b/Smoke/report/2IV35-Report.log
index e9e5eff..e189c85 100644
--- a/Smoke/report/2IV35-Report.log
+++ b/Smoke/report/2IV35-Report.log
@@ -1,4 +1,4 @@
-This is pdfeTeX, Version 3.141592-1.21a-2.2 (MiKTeX 2.4) (preloaded format=latex 2007.9.5) 9 JAN 2008 09:38
+This is pdfeTeX, Version 3.141592-1.21a-2.2 (MiKTeX 2.4) (preloaded format=latex 2007.9.5) 10 JAN 2008 01:29
entering extended mode
**2IV35-Report.tex
(2IV35-Report.tex
@@ -136,7 +136,7 @@ File: color.cfg 2003/03/08 v1.0 MiKTeX 'color' configuration
Package color Info: Driver file: pdftex.def on input line 125.
) (2IV35-Report.aux (toc.aux)
(chapter1.aux) (chapter2.aux) (chapter3.aux) (chapter4.aux) (chapter5.aux)
-(chapter6.aux) (chapter7.aux) (chapter8.aux) (chapter9.aux))
+(chapter6.aux) (chapter7.aux) (chapter8.aux) (chapter9.aux) (chapter10.aux))
LaTeX Font Info: Checking defaults for OML/cmm/m/it on input line 8.
LaTeX Font Info: ... okay on input line 8.
LaTeX Font Info: Checking defaults for T1/cmr/m/n on input line 8.
@@ -274,17 +274,22 @@ Underfull \hbox (badness 10000) in paragraph at lines 29--21
[6 <flow_vis.png>] (chapter3.tex
Chapter 3.
-Underfull \hbox (badness 10000) in paragraph at lines 7--9
+Underfull \hbox (badness 10000) in paragraph at lines 7--10
[]
-Underfull \hbox (badness 10000) in paragraph at lines 15--17
+Underfull \hbox (badness 10000) in paragraph at lines 16--18
[]
-Underfull \hbox (badness 10000) in paragraph at lines 18--20
+Underfull \hbox (badness 10000) in paragraph at lines 19--21
+
+ []
+
+
+Underfull \hbox (badness 10000) in paragraph at lines 24--27
[]
@@ -292,17 +297,29 @@ Underfull \hbox (badness 10000) in paragraph at lines 18--20
-]
-Underfull \hbox (badness 10000) in paragraph at lines 27--29
+] <wilrik.png, id=41, 847.165pt x 629.35126pt>
+File: wilrik.png Graphic file (type png)
+ <use wilrik.png>
+Underfull \hbox (badness 10000) in paragraph at lines 37--39
[]
-)
-Underfull \hbox (badness 10000) in paragraph at lines 30--22
+
+Underfull \hbox (badness 10000) in paragraph at lines 44--46
+
+ []
+
+
+Underfull \hbox (badness 10000) in paragraph at lines 49--52
+
+ []
+
+[8 <wilrik.png>])
+Underfull \hbox (badness 10000) in paragraph at lines 53--22
[]
-[8] (chapter4.tex
+[9] (chapter4.tex
Chapter 4.
Underfull \hbox (badness 10000) in paragraph at lines 3--5
@@ -314,14 +331,14 @@ Underfull \hbox (badness 10000) in paragraph at lines 8--9
[]
-<glyphs.png, id=44, 819.06pt x 629.35126pt>
+<glyphs.png, id=54, 819.06pt x 629.35126pt>
File: glyphs.png Graphic file (type png)
<use glyphs.png>
Underfull \hbox (badness 10000) in paragraph at lines 15--18
[]
-[9
+[10
@@ -346,9 +363,9 @@ Underfull \hbox (badness 10000) in paragraph at lines 39--40
[]
-<glyphs2.png, id=51, 847.165pt x 629.35126pt>
+<glyphs2.png, id=61, 847.165pt x 629.35126pt>
File: glyphs2.png Graphic file (type png)
- <use glyphs2.png> [10]
+ <use glyphs2.png> [11]
Underfull \hbox (badness 10000) in paragraph at lines 46--48
[]
@@ -368,12 +385,12 @@ Underfull \hbox (badness 10000) in paragraph at lines 59--62
[]
-[11 <glyphs2.png>]
+[12 <glyphs2.png>]
Underfull \hbox (badness 10000) in paragraph at lines 63--64
[]
-) [12] (chapter5.tex
+) [13] (chapter5.tex
Chapter 5.
Underfull \hbox (badness 10000) in paragraph at lines 3--5
@@ -395,7 +412,7 @@ Underfull \hbox (badness 10000) in paragraph at lines 21--23
[]
-[13
+[14
@@ -404,7 +421,7 @@ Underfull \hbox (badness 10000) in paragraph at lines 26--24
[]
-[14] (chapter6.tex
+[15] (chapter6.tex
Chapter 6.
Underfull \hbox (badness 10000) in paragraph at lines 3--5
@@ -426,7 +443,7 @@ Underfull \hbox (badness 10000) in paragraph at lines 15--16
[]
-[15
+[16
@@ -440,7 +457,7 @@ Underfull \hbox (badness 10000) in paragraph at lines 33--35
[]
-<marching.png, id=86, 588.1975pt x 216.81pt>
+<marching.png, id=93, 588.1975pt x 216.81pt>
File: marching.png Graphic file (type png)
<use marching.png>
Underfull \hbox (badness 10000) in paragraph at lines 41--44
@@ -452,14 +469,14 @@ Underfull \hbox (badness 10000) in paragraph at lines 45--46
[]
-<ambiguous.png, id=87, 475.7775pt x 280.04625pt>
+<ambiguous.png, id=94, 475.7775pt x 280.04625pt>
File: ambiguous.png Graphic file (type png)
- <use ambiguous.png> [16 <marching.png>])
+ <use ambiguous.png> [17 <marching.png>])
Underfull \hbox (badness 10000) in paragraph at lines 54--25
[]
-[17 <ambiguous.png>] (chapter7.tex
+[18 <ambiguous.png>] (chapter7.tex
Chapter 7.
Underfull \hbox (badness 10000) in paragraph at lines 3--4
@@ -486,7 +503,7 @@ Underfull \hbox (badness 10000) in paragraph at lines 19--21
[]
-[18
+[19
@@ -525,7 +542,7 @@ Underfull \hbox (badness 10000) in paragraph at lines 48--50
[]
-[19]
+[20]
Underfull \hbox (badness 10000) in paragraph at lines 51--52
[]
@@ -540,7 +557,7 @@ Underfull \hbox (badness 10000) in paragraph at lines 59--26
[]
-[20] (chapter8.tex
+[21] (chapter8.tex
Chapter 8.
Underfull \hbox (badness 10000) in paragraph at lines 3--5
@@ -567,7 +584,7 @@ Underfull \hbox (badness 10000) in paragraph at lines 20--22
[]
-[21
+[22
@@ -581,7 +598,7 @@ Underfull \hbox (badness 10000) in paragraph at lines 27--27
[]
-[22] (chapter9.tex
+[23] (chapter9.tex
Chapter 9.
Underfull \hbox (badness 10000) in paragraph at lines 3--5
@@ -613,7 +630,7 @@ Underfull \hbox (badness 10000) in paragraph at lines 22--24
[]
-[23
+[24
@@ -622,31 +639,93 @@ Underfull \hbox (badness 10000) in paragraph at lines 25--27
[]
+
+Underfull \hbox (badness 10000) in paragraph at lines 28--30
+
+ []
+
+) [25] (chapter10.tex
+Chapter 10.
+
+Underfull \hbox (badness 10000) in paragraph at lines 3--4
+
+ []
+
+
+Underfull \hbox (badness 10000) in paragraph at lines 7--9
+
+ []
+
+
+Underfull \hbox (badness 10000) in paragraph at lines 10--12
+
+ []
+
+
+Underfull \hbox (badness 10000) in paragraph at lines 13--15
+
+ []
+
+
+Underfull \hbox (badness 10000) in paragraph at lines 16--18
+
+ []
+
+
+Underfull \hbox (badness 10000) in paragraph at lines 19--21
+
+ []
+
+
+Underfull \hbox (badness 10000) in paragraph at lines 22--24
+
+ []
+
+
+Underfull \hbox (badness 10000) in paragraph at lines 25--27
+
+ []
+
+[26
+
+
+
+]
+Underfull \hbox (badness 10000) in paragraph at lines 28--30
+
+ []
+
+
+Underfull \hbox (badness 10000) in paragraph at lines 31--33
+
+ []
+
)
-Underfull \hbox (badness 10000) in paragraph at lines 28--28
+Underfull \hbox (badness 10000) in paragraph at lines 36--29
[]
-[24] (2IV35-Report.aux (toc.aux) (chapter1.aux) (chapter2.aux) (chapter3.aux)
+[27] (2IV35-Report.aux (toc.aux) (chapter1.aux) (chapter2.aux) (chapter3.aux)
(chapter4.aux) (chapter5.aux) (chapter6.aux) (chapter7.aux) (chapter8.aux)
-(chapter9.aux)) )
+(chapter9.aux) (chapter10.aux)) )
Here is how much of TeX's memory you used:
- 2064 strings out of 95490
- 22348 string characters out of 1188952
- 75277 words of memory out of 1075913
- 4868 multiletter control sequences out of 60000
- 13365 words of font info for 51 fonts, out of 500000 for 1000
+ 2095 strings out of 95490
+ 22638 string characters out of 1188952
+ 75550 words of memory out of 1076186
+ 4875 multiletter control sequences out of 60000
+ 13870 words of font info for 54 fonts, out of 500000 for 1000
54 hyphenation exceptions out of 4999
27i,6n,22p,229b,203s stack positions out of 1500i,500n,5000p,200000b,32768s
PDF statistics:
- 118 PDF objects out of 300000
+ 131 PDF objects out of 300000
0 named destinations out of 300000
- 31 words of extra memory for PDF output out of 65536
-<C:\MiKTeX\texmf\fonts\type1\bluesky\cm\cmmi8.pfb><C:\MiKTeX\t
-exmf\fonts\type1\bluesky\cm\cmsy8.pfb><C:\MiKTeX\texmf\fonts\type1\bluesky\cm\c
-mr8.pfb><C:\MiKTeX\texmf\fonts\type1\bluesky\cm\cmex10.pfb><C:\MiKTeX\texmf\fon
-ts\type1\bluesky\cm\cmsy10.pfb><C:\MiKTeX\texmf\fonts\type1\bluesky\cm\cmti12.p
-fb><C:\MiKTeX\texmf\fonts\type1\bluesky\cm\cmmi12.pfb><C:\MiKTeX\texmf\fonts\ty
-pe1\bluesky\cm\cmbx12.pfb><C:\MiKTeX\texmf\fonts\type1\bluesky\cm\cmr12.pfb><C:
-\MiKTeX\texmf\fonts\type1\bluesky\cm\cmr17.pfb>
-Output written on 2IV35-Report.pdf (25 pages, 265587 bytes).
+ 36 words of extra memory for PDF output out of 65536
+<C:\MiKTeX\texmf\fonts\type1\bluesky\cm\cmmi8.
+pfb><C:\MiKTeX\texmf\fonts\type1\bluesky\cm\cmsy8.pfb><C:\MiKTeX\texmf\fonts\ty
+pe1\bluesky\cm\cmr8.pfb><C:\MiKTeX\texmf\fonts\type1\bluesky\cm\cmex10.pfb><C:\
+MiKTeX\texmf\fonts\type1\bluesky\cm\cmti12.pfb><C:\MiKTeX\texmf\fonts\type1\blu
+esky\cm\cmtt12.pfb><C:\MiKTeX\texmf\fonts\type1\bluesky\cm\cmsy10.pfb><C:\MiKTe
+X\texmf\fonts\type1\bluesky\cm\cmmi12.pfb><C:\MiKTeX\texmf\fonts\type1\bluesky\
+cm\cmbx12.pfb><C:\MiKTeX\texmf\fonts\type1\bluesky\cm\cmr12.pfb><C:\MiKTeX\texm
+f\fonts\type1\bluesky\cm\cmr17.pfb>
+Output written on 2IV35-Report.pdf (28 pages, 425318 bytes).
diff --git a/Smoke/report/2IV35-Report.pdf b/Smoke/report/2IV35-Report.pdf
index d512c95..d75e63d 100644
--- a/Smoke/report/2IV35-Report.pdf
+++ b/Smoke/report/2IV35-Report.pdf
Binary files differ
diff --git a/Smoke/report/2IV35-Report.tex b/Smoke/report/2IV35-Report.tex
index 8ae26c7..0a92f36 100644
--- a/Smoke/report/2IV35-Report.tex
+++ b/Smoke/report/2IV35-Report.tex
@@ -26,5 +26,6 @@
\include{chapter7}
\include{chapter8}
\include{chapter9}
+\include{chapter10}
\end{document}
diff --git a/Smoke/report/2IV35-Report.toc b/Smoke/report/2IV35-Report.toc
index 088dc5b..51822de 100644
--- a/Smoke/report/2IV35-Report.toc
+++ b/Smoke/report/2IV35-Report.toc
@@ -5,32 +5,35 @@
\contentsline {chapter}{\numberline {3}Color mapping}{7}
\contentsline {section}{\numberline {3.1}Description}{7}
\contentsline {section}{\numberline {3.2}Implementation}{8}
-\contentsline {section}{\numberline {3.3}Difficulties}{8}
-\contentsline {chapter}{\numberline {4}Glyphs}{9}
-\contentsline {section}{\numberline {4.1}Description}{9}
-\contentsline {section}{\numberline {4.2}Implementation}{10}
-\contentsline {section}{\numberline {4.3}Difficulties}{11}
-\contentsline {section}{\numberline {4.4}Quake root}{11}
-\contentsline {chapter}{\numberline {5}Divergence}{13}
-\contentsline {section}{\numberline {5.1}Description}{13}
-\contentsline {section}{\numberline {5.2}Implementation}{13}
-\contentsline {section}{\numberline {5.3}Difficulties}{14}
-\contentsline {chapter}{\numberline {6}Isosurfaces}{15}
-\contentsline {section}{\numberline {6.1}Description}{15}
-\contentsline {section}{\numberline {6.2}Implementation}{15}
-\contentsline {section}{\numberline {6.3}Difficulties}{17}
-\contentsline {chapter}{\numberline {7}Height plots}{18}
-\contentsline {section}{\numberline {7.1}Description}{18}
-\contentsline {section}{\numberline {7.2}Implementation}{18}
-\contentsline {subsection}{\numberline {7.2.1}Normal vector}{19}
-\contentsline {section}{\numberline {7.3}Difficulties}{19}
-\contentsline {subsection}{\numberline {7.3.1}Rotation}{19}
-\contentsline {subsection}{\numberline {7.3.2}Height strips}{20}
-\contentsline {subsection}{\numberline {7.3.3}Calculating the normal}{20}
-\contentsline {chapter}{\numberline {8}Streamtubes}{21}
-\contentsline {section}{\numberline {8.1}Description}{21}
-\contentsline {section}{\numberline {8.2}Implementation}{21}
-\contentsline {section}{\numberline {8.3}Difficulties}{22}
-\contentsline {chapter}{\numberline {9}Conclusion}{23}
-\contentsline {section}{\numberline {9.1}Visualization}{23}
-\contentsline {section}{\numberline {9.2}The course}{24}
+\contentsline {section}{\numberline {3.3}Difficulties}{9}
+\contentsline {chapter}{\numberline {4}Glyphs}{10}
+\contentsline {section}{\numberline {4.1}Description}{10}
+\contentsline {section}{\numberline {4.2}Implementation}{11}
+\contentsline {section}{\numberline {4.3}Difficulties}{12}
+\contentsline {section}{\numberline {4.4}Quake root}{12}
+\contentsline {chapter}{\numberline {5}Divergence}{14}
+\contentsline {section}{\numberline {5.1}Description}{14}
+\contentsline {section}{\numberline {5.2}Implementation}{14}
+\contentsline {section}{\numberline {5.3}Difficulties}{15}
+\contentsline {chapter}{\numberline {6}Isosurfaces}{16}
+\contentsline {section}{\numberline {6.1}Description}{16}
+\contentsline {section}{\numberline {6.2}Implementation}{16}
+\contentsline {section}{\numberline {6.3}Difficulties}{18}
+\contentsline {chapter}{\numberline {7}Height plots}{19}
+\contentsline {section}{\numberline {7.1}Description}{19}
+\contentsline {section}{\numberline {7.2}Implementation}{19}
+\contentsline {subsection}{\numberline {7.2.1}Normal vector}{20}
+\contentsline {section}{\numberline {7.3}Difficulties}{20}
+\contentsline {subsection}{\numberline {7.3.1}Rotation}{20}
+\contentsline {subsection}{\numberline {7.3.2}Height strips}{21}
+\contentsline {subsection}{\numberline {7.3.3}Calculating the normal}{21}
+\contentsline {chapter}{\numberline {8}Streamtubes}{22}
+\contentsline {section}{\numberline {8.1}Description}{22}
+\contentsline {section}{\numberline {8.2}Implementation}{22}
+\contentsline {section}{\numberline {8.3}Difficulties}{23}
+\contentsline {chapter}{\numberline {9}Conclusion}{24}
+\contentsline {section}{\numberline {9.1}Visualization}{24}
+\contentsline {section}{\numberline {9.2}The course}{25}
+\contentsline {chapter}{\numberline {10}Functionality}{26}
+\contentsline {section}{\numberline {10.1}Simulation}{26}
+\contentsline {section}{\numberline {10.2}Camera position}{27}
diff --git a/Smoke/report/chapter1.tex b/Smoke/report/chapter1.tex
index 2ba37ba..c700270 100644
--- a/Smoke/report/chapter1.tex
+++ b/Smoke/report/chapter1.tex
@@ -1,7 +1,7 @@
\chapter{Introduction}
-The visualization course focuses on the techniques and algorithms used to visualize large data sets. The code of a 2D fluid simulator was distributed to implement
-such techniques on top of the existing code. \\
+The visualization course focuses on techniques and algorithms used to visualize large data sets. The code of a 2D fluid simulator was distributed to implement such
+techniques on top of the existing code. \\
\begin {center}
\includegraphics[width=120mm]{practical.png} \\
diff --git a/Smoke/report/chapter10.tex b/Smoke/report/chapter10.tex
new file mode 100644
index 0000000..be50257
--- /dev/null
+++ b/Smoke/report/chapter10.tex
@@ -0,0 +1,37 @@
+\chapter{Functionality}
+
+This final chapter lists all functionalities of our visualization program. \\
+
+\section{Simulation}
+
+\textbf{Toggle grid on/off} \\
+ Check the "Draw grid" box on the "Main" tab to draw a grid. \\
+
+\textbf{Toggle smoke on/off} \\
+ Uncheck the "Draw smoke" box on the "Main" tab to disable the smoke. \\
+
+\textbf{Toggle glyphs on/off} \\
+ Check the "Draw glyphs" box on the "Main" tab to enable glyphs. \\
+
+\textbf{Toggle isolines on/off} \\
+ Check the "Draw isolines" box on the "Main" tab to enable isolines. \\
+
+\textbf{Toggle streamlines on/off} \\
+ Check the "Draw streamlines" box on the "Main" tab to enable streamlines. \\
+
+\textbf{Toggle calculation} \\
+ Uncheck the "Toggle calculation" box on the "Main" tab to pause the smoke simulation. \\
+
+\textbf{Toggle normal vectors on/off} \\
+ Check the "Toggle normal vectors" box on the "Main" tab to render the normal vectors. \\
+
+\textbf{Reset simulation} \\
+ Push the "Reset simulation" button on the "Main" tab to reset the smoke's attributes. \\
+
+\textbf{Change smoke dataset} \\
+ Select either the density rho, velocity, force or the divergence to change the smoke's dataset. \\
+
+\section{Camera position}
+
+\textbf{Reset all} \\
+ Push the "Reset all" button the "Main" tab to reset the rotation, translation and zoom to its defaults. \\
diff --git a/Smoke/report/chapter2.tex b/Smoke/report/chapter2.tex
index be2ccca..be36f5c 100644
--- a/Smoke/report/chapter2.tex
+++ b/Smoke/report/chapter2.tex
@@ -7,10 +7,10 @@ fluid are related. \\
\section{Grid-based smoke}
The visualization is done using a two dimensional grid as opposed to particle-based smoke visualization techniques. At every vertex a number of fluid attributes are
-stored. The skeleton program keeps track of the density, velocity and force. Using different techniques, these attributes can be visualized. Each and every
+stored. The skeleton program keeps track of the density, velocity and force. These attributes can be visualized with different techniques. Each and every
attribute has its own 'preferred' visualization technique. \\
-Using these values at the cell's vertices all sorts of techniques, additional values and other useful info can be used. The values are used in colormap techniques,
+Using these values at the cell's vertices, all sorts of techniques, additional values and other useful info can be used. The values are used in colormap techniques,
calculation of the divergence and the rendering of the hight plots. \\
\begin {center}
@@ -23,8 +23,9 @@ The above screenshot shows us the fluid movement using a grey colormap. This sim
\section{Internal structure}
The first assignment was to simply compile the code. That was fairly easy. However, the code was a bit unstructured. Everything was put into one big file. To be
-able to add additional functionality without losing sight of what we were doing, we created a new file for every new technique we implemented. The second thing we
+able to add additional functionality without losing sight of what we were doing, we created a file for every new technique we implemented. The second thing we
did is we split up the calculations, the rendering functions and user interactions from each other. \\
-With this new structure we were able to manage the code and add additional functionality. We also used SVN to manage our project. This was very useful since we both
-had different development environments and also did a lot of work at home. \\
+With this new structure we were able to manage the code and add additional functionality. We chose C as our programming language and used the GTK+ library to create
+the graphical user interface. We also used SVN to manage our project. This was very useful since we both had different development environments and also did a lot
+of work at home. \\
diff --git a/Smoke/report/chapter3.aux b/Smoke/report/chapter3.aux
index 8964918..a75c065 100644
--- a/Smoke/report/chapter3.aux
+++ b/Smoke/report/chapter3.aux
@@ -4,9 +4,9 @@
\@writefile{lot}{\addvspace {10\p@ }}
\@writefile{toc}{\contentsline {section}{\numberline {3.1}Description}{7}}
\@writefile{toc}{\contentsline {section}{\numberline {3.2}Implementation}{8}}
-\@writefile{toc}{\contentsline {section}{\numberline {3.3}Difficulties}{8}}
+\@writefile{toc}{\contentsline {section}{\numberline {3.3}Difficulties}{9}}
\@setckpt{chapter3}{
-\setcounter{page}{9}
+\setcounter{page}{10}
\setcounter{equation}{0}
\setcounter{enumi}{0}
\setcounter{enumii}{0}
diff --git a/Smoke/report/chapter3.tex b/Smoke/report/chapter3.tex
index 4f29bea..5be90ac 100644
--- a/Smoke/report/chapter3.tex
+++ b/Smoke/report/chapter3.tex
@@ -4,8 +4,9 @@ In chapter 2 we saw a figure (figure 2) which showed a fluid in motion. The flui
\section{Description}
-The technique that maps a value to a specific color is called color mapping. We already explained that the simulation is divided into a two dimensional array of
-different values. A colormap calculates the color, given a certain colormap function, for every value at a vertex. Example: \\
+The technique that maps a value to a specific color is called color mapping. We already explained that the simulation is divided into cells with each 4 vertices
+that can contain different values (a uniform quad grid). A colormap calculates the color, given a certain colormap function, for every value at a vertex. Example:
+\\
In figure 2 we saw the smoke using a grey scaled colormap. If we know that the values at the vertices ranges from 0 to 1, we can use the value to determine each
color aspect, red, green and blue. This means, for each vertex:
@@ -20,13 +21,35 @@ see big bands of colors appear. This way, the line between certain values become
\section{Implementation}
-We implemented a number of colormaps.
+We've implemented two actual colormaps and three which only contain one RGB color, red, green or blue (useful for isolines for instance). The "Wilrik" colormap
+implements a fire elemental color scheme. The other one is called "Oliver" and is a repeated band of colors which can show quite well where the fluid's in motion.
+\\
+
+\begin {center}
+ \includegraphics[width=100mm]{wilrik.png} \\
+ Figure 3: A fire colormap \\
+\end {center}
+
+The fire color is determined as follows:
+
+$$ red = value; green = value / 3; blue = 0; $$
+
+So, if the value is high, a lot of red, one third of green and no blue is taken. Low values only get a bit of red and almost no green. This gives a black to dark
+red to orange, almost yellow colormap. \\
+
+To create a repeating band of colors, we used to following definition:
+
+$$ value = (int)(value * 100) \texttt{ mod } 10 $$
+
+So we first multiply the value with 100, cast it to an integer and take that value modulo 10. We then take some colors from a look-up-table to pick the color for
+the band. \\
\section{Difficulties}
-The last mechanisms to implement for this assignment were scaling and clamping. With clamping you let the user set a minimum and maximum for the values. Actual data
-higher than the maximum or lower to the minimum are clamped to the maximum or minimum respectively. \\
+The last mechanisms to implement for this assignment were scaling and clamping. With clamping you let the user set a minimum and maximum for the values. This is
+done by first enabling clamping and then click somewhere in the bottom of the color legend and drag the minimum and maximum clamping indictors. Actual data lower
+then the minimum or higher than the maximum are set to the maximum or minimum respectively. \\
-The clamping mechanism was a bit more subtle. At every frame, the minimum and maximum values are stored and the entire dataset at the current time moment is mapped
-to the visible colormap. This is not so hard to do, but we had not foreseen that values could also be negative. It wasn't until we implemented the divergence that
-we found this problem. \\
+The (auto)scaling mechanism was a bit more subtle. When enabled, you can set the scaling in the same way as the clamping. For the auto-scaling, the minimum and
+maximum values are stored and the entire dataset at the current time moment is mapped to the visible colormap. This is not so hard to do, but we had not foreseen
+that values could also be negative. It wasn't until we implemented the divergence that we found this problem. \\
diff --git a/Smoke/report/chapter4.aux b/Smoke/report/chapter4.aux
index cee119d..b59b22a 100644
--- a/Smoke/report/chapter4.aux
+++ b/Smoke/report/chapter4.aux
@@ -1,13 +1,13 @@
\relax
-\@writefile{toc}{\contentsline {chapter}{\numberline {4}Glyphs}{9}}
+\@writefile{toc}{\contentsline {chapter}{\numberline {4}Glyphs}{10}}
\@writefile{lof}{\addvspace {10\p@ }}
\@writefile{lot}{\addvspace {10\p@ }}
-\@writefile{toc}{\contentsline {section}{\numberline {4.1}Description}{9}}
-\@writefile{toc}{\contentsline {section}{\numberline {4.2}Implementation}{10}}
-\@writefile{toc}{\contentsline {section}{\numberline {4.3}Difficulties}{11}}
-\@writefile{toc}{\contentsline {section}{\numberline {4.4}Quake root}{11}}
+\@writefile{toc}{\contentsline {section}{\numberline {4.1}Description}{10}}
+\@writefile{toc}{\contentsline {section}{\numberline {4.2}Implementation}{11}}
+\@writefile{toc}{\contentsline {section}{\numberline {4.3}Difficulties}{12}}
+\@writefile{toc}{\contentsline {section}{\numberline {4.4}Quake root}{12}}
\@setckpt{chapter4}{
-\setcounter{page}{13}
+\setcounter{page}{14}
\setcounter{equation}{0}
\setcounter{enumi}{0}
\setcounter{enumii}{0}
diff --git a/Smoke/report/chapter4.tex b/Smoke/report/chapter4.tex
index 697feab..80911ef 100644
--- a/Smoke/report/chapter4.tex
+++ b/Smoke/report/chapter4.tex
@@ -9,20 +9,20 @@ take care of such problems. \\
\begin {center}
\includegraphics[width=100mm]{glyphs.png} \\
- Figure 3: Triangle glyphs with a grey scaled colormap\\
+ Figure 4: Triangle glyphs with a grey scaled colormap\\
\end {center}
What does it mean? The smoke in our fluid simulation has a direction and speed. These two values can be represented by a vector encoding the direction as the
orientation and the speed as the magnitude. If you draw this vector for each vertex you get a vector field that shows the direction and speed of the fluid at each
vertex. \\
-In the figure above (figure 3) you see triangle glyphs with a grey scaled colormap. In the lower right region you can see that the fluid is moving upwards where at
+In the figure above (figure 4) you see triangle glyphs with a grey scaled colormap. In the lower right region you can see that the fluid is moving upwards where at
the rest of the simulation the fluid is trying to get to the bottom of the screen. \\
\section{Implementation}
-We implemented three additional glyphs besides the already implemented hedgehogs. We implemented triangles (see figure 3), 3D cones and 32x32 bitmap image glyphs
-(see figure 4). For every vertex we go through a set of steps.
+We implemented four additional glyphs besides the already implemented hedgehogs. We implemented triangles (see figure 4), 3D cones, 32x32 bitmap image glyphs (see
+figure 5) and s second image glyphs. For every glyph we go through a set of steps.
\begin{itemize}
\item calculate size (length)
@@ -40,7 +40,7 @@ $$ \Theta = acos(inprod) * (180^\circ / \Pi) $$ \\
\begin {center}
\includegraphics[width=100mm]{glyphs2.png} \\
- Figure 4: Image glyphs colored with a rainbow colormap \\
+ Figure 5: Image glyphs colored with a rainbow colormap \\
\end {center}
The second part of this assignment was to let the user be able to choose an alternative resolution for the sample grid. The default grid resolution is 50x50. The
@@ -54,7 +54,7 @@ $. When we located this irregularity it was easily fixed. \\
\section{Quake root}
A nice side note to this chapter is that we don't use the default $ sqrt(float) $ function that the C-library offers to determine the length of a vector for
-instance. We use a function that we like to call the $ quake\_root(float) $ from the game Quake 3. \\
+instance. We use a function that we like to call the "Quake Root" from the game Quake 3. \\
The code implements the Newton Approximation of roots. The Newton approximation is supposed to be ran in iterations; each iteration enhances the accuracy until
enough iterations have been made for reaching the desired accuracy. The really interesting aspect of this function is a magic constant, used to calculate the
diff --git a/Smoke/report/chapter5.aux b/Smoke/report/chapter5.aux
index d832612..124a509 100644
--- a/Smoke/report/chapter5.aux
+++ b/Smoke/report/chapter5.aux
@@ -1,12 +1,12 @@
\relax
-\@writefile{toc}{\contentsline {chapter}{\numberline {5}Divergence}{13}}
+\@writefile{toc}{\contentsline {chapter}{\numberline {5}Divergence}{14}}
\@writefile{lof}{\addvspace {10\p@ }}
\@writefile{lot}{\addvspace {10\p@ }}
-\@writefile{toc}{\contentsline {section}{\numberline {5.1}Description}{13}}
-\@writefile{toc}{\contentsline {section}{\numberline {5.2}Implementation}{13}}
-\@writefile{toc}{\contentsline {section}{\numberline {5.3}Difficulties}{14}}
+\@writefile{toc}{\contentsline {section}{\numberline {5.1}Description}{14}}
+\@writefile{toc}{\contentsline {section}{\numberline {5.2}Implementation}{14}}
+\@writefile{toc}{\contentsline {section}{\numberline {5.3}Difficulties}{15}}
\@setckpt{chapter5}{
-\setcounter{page}{15}
+\setcounter{page}{16}
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diff --git a/Smoke/report/chapter5.tex b/Smoke/report/chapter5.tex
index d12f159..7907667 100644
--- a/Smoke/report/chapter5.tex
+++ b/Smoke/report/chapter5.tex
@@ -1,22 +1,22 @@
\chapter{Divergence}
-The divergence shows the amount of mass which is compressed or expanded. If mass enters the field at some point, called a source point, then that point will have a
-positive divergence value. If mass exits the field at some point, called a sink point, then that point will have a negative divergence value. \\
+After implementing the glyphs it was time for the divergence. This is a value which can be calculated using the already known value at each vertex and that of its
+neighbors. \\
\section{Description}
-After implementing the glyphs it was time for the divergence. This is a value which can be calculated using the already known value at each vertex and that of its
-neighbors. \\
+The divergence shows the amount of mass which is compressed or expanded. If mass enters the field at some point, called a source point, then that point will have a
+positive divergence value. If mass exits the field at some point, called a sink point, then that point will have a negative divergence value. \\
\section{Implementation}
-The calculation of the divergence is rather simple. For the divergence of the velocity it looks like:
+The calculation of the divergence is rather simple, once you get it. For the divergence of the velocity it looks like:
$$ \nabla \cdot v = \frac{\partial v}{\partial x} + \frac{\partial v}{\partial y} = $$
$$ \frac{v_x(i + 1, j) - v_x(i, j)}{cell_x} + \frac{v_y(i + 1, j) - v_y(i, j)}{cell_y}$$
Where $ v_x(i, j) $ is the x-value at the gridpoint (i, j) and similar for the y-value. The $ cell_x $ and $ cell_y $ are the width and height of the cell. We also
-implemented the divergence of the force field. \\
+implemented the divergence of the force field with the same formula. \\
The definition of the divergence says high values should appear where matter is injected and low values where matter exits the field. This means high values should
appear in front of the mouse while dragging and low values behind it. \\
diff --git a/Smoke/report/chapter6.aux b/Smoke/report/chapter6.aux
index c96a538..fbd4151 100644
--- a/Smoke/report/chapter6.aux
+++ b/Smoke/report/chapter6.aux
@@ -1,12 +1,12 @@
\relax
-\@writefile{toc}{\contentsline {chapter}{\numberline {6}Isosurfaces}{15}}
+\@writefile{toc}{\contentsline {chapter}{\numberline {6}Isosurfaces}{16}}
\@writefile{lof}{\addvspace {10\p@ }}
\@writefile{lot}{\addvspace {10\p@ }}
-\@writefile{toc}{\contentsline {section}{\numberline {6.1}Description}{15}}
-\@writefile{toc}{\contentsline {section}{\numberline {6.2}Implementation}{15}}
-\@writefile{toc}{\contentsline {section}{\numberline {6.3}Difficulties}{17}}
+\@writefile{toc}{\contentsline {section}{\numberline {6.1}Description}{16}}
+\@writefile{toc}{\contentsline {section}{\numberline {6.2}Implementation}{16}}
+\@writefile{toc}{\contentsline {section}{\numberline {6.3}Difficulties}{18}}
\@setckpt{chapter6}{
-\setcounter{page}{18}
+\setcounter{page}{19}
\setcounter{equation}{0}
\setcounter{enumi}{0}
\setcounter{enumii}{0}
diff --git a/Smoke/report/chapter6.tex b/Smoke/report/chapter6.tex
index dd59860..dfbb0e8 100644
--- a/Smoke/report/chapter6.tex
+++ b/Smoke/report/chapter6.tex
@@ -35,21 +35,22 @@ This means there are in total 16 different cases in which the isoline can run th
\begin {center}
\includegraphics[width=\textwidth]{marching.png} \\
- Figure 5: The 16 marching square cases \\
+ Figure 6: The 16 marching square cases \\
\end {center}
-The above image (figure 5) shows the 16 different cases in the marching squares algorithm. A white vertex indicates the vertex is outside the isosurface and black
-indicates the vertex is inside the isosurface. Every inside or outside case has it's counterpart. So we reduces the number of cases down to 8. In case 0 and 15 for
+The above image (figure 6) shows the 16 different cases of the marching squares algorithm. A white vertex indicates that the vertex is outside the isosurface and
+black indicates it is inside the isosurface. Every inside or outside case has it's counterpart. So we've reduced the number of cases down to 8. In case 0 and 15 for
instance, no lines have to be rendered, yet they are both very different cases. \\
-The cases 5 and 10 are both ambiguous cases as becomes clear from the next image (figure 6). \\
+The cases 5 and 10 are both ambiguous cases as becomes clear from the next image (figure 7). \\
\begin {center}
\includegraphics[width=100mm]{ambiguous.png} \\
- Figure 6: Two ambiguous cases in the marching squares algorithm \\
+ Figure 7: Two ambiguous cases in the marching squares algorithm \\
\end {center}
\section{Difficulties}
-The contouring algorithm is very simple to implement. Just follow the instructions of the method. To only trouble we had with this implementation was the
-interpolation of the intersection. \\
+The contouring algorithm is very simple to implement. Just follow the instructions of the method. Still our contour was not very smooth. It had sharp edges
+everywhere and there was no smooth curve in the contour. The problem was with the intersection with the isovalue. We did'nt exactly follow the equation that was in
+the study material. When we reverted to that equation the isolines where nice and smooth. \\
diff --git a/Smoke/report/chapter7.aux b/Smoke/report/chapter7.aux
index 012bb26..a7eeb22 100644
--- a/Smoke/report/chapter7.aux
+++ b/Smoke/report/chapter7.aux
@@ -1,16 +1,16 @@
\relax
-\@writefile{toc}{\contentsline {chapter}{\numberline {7}Height plots}{18}}
+\@writefile{toc}{\contentsline {chapter}{\numberline {7}Height plots}{19}}
\@writefile{lof}{\addvspace {10\p@ }}
\@writefile{lot}{\addvspace {10\p@ }}
-\@writefile{toc}{\contentsline {section}{\numberline {7.1}Description}{18}}
-\@writefile{toc}{\contentsline {section}{\numberline {7.2}Implementation}{18}}
-\@writefile{toc}{\contentsline {subsection}{\numberline {7.2.1}Normal vector}{19}}
-\@writefile{toc}{\contentsline {section}{\numberline {7.3}Difficulties}{19}}
-\@writefile{toc}{\contentsline {subsection}{\numberline {7.3.1}Rotation}{19}}
-\@writefile{toc}{\contentsline {subsection}{\numberline {7.3.2}Height strips}{20}}
-\@writefile{toc}{\contentsline {subsection}{\numberline {7.3.3}Calculating the normal}{20}}
+\@writefile{toc}{\contentsline {section}{\numberline {7.1}Description}{19}}
+\@writefile{toc}{\contentsline {section}{\numberline {7.2}Implementation}{19}}
+\@writefile{toc}{\contentsline {subsection}{\numberline {7.2.1}Normal vector}{20}}
+\@writefile{toc}{\contentsline {section}{\numberline {7.3}Difficulties}{20}}
+\@writefile{toc}{\contentsline {subsection}{\numberline {7.3.1}Rotation}{20}}
+\@writefile{toc}{\contentsline {subsection}{\numberline {7.3.2}Height strips}{21}}
+\@writefile{toc}{\contentsline {subsection}{\numberline {7.3.3}Calculating the normal}{21}}
\@setckpt{chapter7}{
-\setcounter{page}{21}
+\setcounter{page}{22}
\setcounter{equation}{0}
\setcounter{enumi}{0}
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diff --git a/Smoke/report/chapter7.tex b/Smoke/report/chapter7.tex
index a132675..3a277b5 100644
--- a/Smoke/report/chapter7.tex
+++ b/Smoke/report/chapter7.tex
@@ -8,18 +8,18 @@ All the previous discussed methods are implemented on a 2D grid. But sometimes i
This is exactly what a height plot does. It maps the values onto the Z-axis. This means that, initially, you won't see much differences between the version with and
without the high plots implemented. This is because of the height that is being drawn onto the Z-axis that runs towards the screen. \\
-To make the height more visible, we implemented a method to rotate the field by dragging the mouse over the screen while holding the right mouse button. Then you
-will see the height of the field. \\
+To make the height more visible, we implemented a method to rotate the field by dragging the mouse over the screen while holding the middle mouse button. This way
+you can see the height of the field. \\
\section{Implementation}
First of all we implemented the method to rotate the field by mouse. Without this useful functionality, the height would'nt be that visible. After we implemented
this feature we added the height to the program. \\
-We created the height by adding an extra Z-coordinate to each value. We created an extra array that would keep track of the height of each vertex. When drawing the
-vertex we use the stored height from the array and render the vertex using that value for the Z-coordinate. \\
+We created the height by adding an extra Z-coordinate to each value. We created an extra array that would keep track of the height of each vertex. When drawing a
+vertex we used the stored height from the array and render the vertex using that value for the Z-coordinate. \\
-To see more depth in the picture we also included some ambient and diffuse light to the program. In order to let the light have effect on the surface we calculate
+To see more depth in the picture we also included some ambient and diffuse light to the program. In order to let the light have effect on the surface we calculated
the normal vector for each vertex. \\
\subsection{Normal vector}
@@ -48,7 +48,7 @@ center. \\
When we first tried to implement the height plots we simply added a third dimension when rendering the triangle strips for the smoke visualization. This had as an
effect that the different rows of the simulation where'nt connected. In stead of a height plots we implemented height strips. \\
-We countered this problem by first calculation the height for each vertex and when rendering a vertex look up the correct value for the height. \\
+We countered this problem by first calculation the height for each vertex. When rendering a vertex, we look up the correct value for the height. \\
\subsection{Calculating the normal}
@@ -56,4 +56,4 @@ When enabling the light in our program and adding the normal to each vertex we h
left and lower neighbor of a vertex to calculate the normal vector. As a result each vertex was randomly pointing up or downwards. This looked like some sort of
checkers board. \\
-We rendered the normal vectors and immediately saw the cause of the problem. It was simply solved by always taking the right neighbor vertices. \\
+We rendered the normal vectors and immediately saw the cause of the problem. It was simply solved by always taking the same neighboring vertices. \\
diff --git a/Smoke/report/chapter8.aux b/Smoke/report/chapter8.aux
index 6217770..4cf1fd3 100644
--- a/Smoke/report/chapter8.aux
+++ b/Smoke/report/chapter8.aux
@@ -1,12 +1,12 @@
\relax
-\@writefile{toc}{\contentsline {chapter}{\numberline {8}Streamtubes}{21}}
+\@writefile{toc}{\contentsline {chapter}{\numberline {8}Streamtubes}{22}}
\@writefile{lof}{\addvspace {10\p@ }}
\@writefile{lot}{\addvspace {10\p@ }}
-\@writefile{toc}{\contentsline {section}{\numberline {8.1}Description}{21}}
-\@writefile{toc}{\contentsline {section}{\numberline {8.2}Implementation}{21}}
-\@writefile{toc}{\contentsline {section}{\numberline {8.3}Difficulties}{22}}
+\@writefile{toc}{\contentsline {section}{\numberline {8.1}Description}{22}}
+\@writefile{toc}{\contentsline {section}{\numberline {8.2}Implementation}{22}}
+\@writefile{toc}{\contentsline {section}{\numberline {8.3}Difficulties}{23}}
\@setckpt{chapter8}{
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+\setcounter{page}{24}
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diff --git a/Smoke/report/chapter8.tex b/Smoke/report/chapter8.tex
index a89337f..87e6206 100644
--- a/Smoke/report/chapter8.tex
+++ b/Smoke/report/chapter8.tex
@@ -5,15 +5,15 @@ grids. \\
\section{Description}
-Image you let a drop of ink go with the fluid flow for a while. What you will get is a line that shows the path a ink particle has taken. Such a path is called a
-streamline. A streamtube is a 3D variant of a streamline. A streamtube consists of a number of consecutive tubes that together form a thick 3-dimensional flexible
-tube. \\
+Imagine you drop of bit of ink into the fluid and let it flow for a while. What you will get is a line that shows the path a ink particle has taken. Such a path is
+called a streamline. A streamtube is a 3D variant of a streamline. A streamtube consists of a number of consecutive tubes that together form a thick 3-dimensional
+flexible tube. \\
-Each streamtube has a begin and end. The begin point of a streamtube is called a seedpoint. From a seed point the tube will begin flowing with the fluid. It end
+Each streamtube has a begin and end. The begin point of a streamtube is called a seedpoint. From a seed point the tube will begin flowing with the fluid. It ends
after a number of frames, seconds or parts. This can be variable. \\
The streamtubes we had to implement were'nt actually flowing trough the fluid but through a frame history. Each frame is stored in a history array and the
-streamtube take a path trough history. The 2D grid became a 3D 50x50x50 grid with this new feature. \\
+streamtubes take a path trough history. The 2D grid became a 3D grid with this new feature. \\
\section{Implementation}
diff --git a/Smoke/report/chapter9.aux b/Smoke/report/chapter9.aux
index 311b04d..426839b 100644
--- a/Smoke/report/chapter9.aux
+++ b/Smoke/report/chapter9.aux
@@ -1,11 +1,11 @@
\relax
-\@writefile{toc}{\contentsline {chapter}{\numberline {9}Conclusion}{23}}
+\@writefile{toc}{\contentsline {chapter}{\numberline {9}Conclusion}{24}}
\@writefile{lof}{\addvspace {10\p@ }}
\@writefile{lot}{\addvspace {10\p@ }}
-\@writefile{toc}{\contentsline {section}{\numberline {9.1}Visualization}{23}}
-\@writefile{toc}{\contentsline {section}{\numberline {9.2}The course}{24}}
+\@writefile{toc}{\contentsline {section}{\numberline {9.1}Visualization}{24}}
+\@writefile{toc}{\contentsline {section}{\numberline {9.2}The course}{25}}
\@setckpt{chapter9}{
-\setcounter{page}{25}
+\setcounter{page}{26}
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diff --git a/Smoke/report/chapter9.tex b/Smoke/report/chapter9.tex
index a9cb4f4..d19b1b0 100644
--- a/Smoke/report/chapter9.tex
+++ b/Smoke/report/chapter9.tex
@@ -8,7 +8,7 @@ We also have some conclusions and recommendations about visualization and this c
\section{Visualization}
When we first started this course we did'nt know what visualization was truly about. It's not about drawing nice pictures, but the entire process from getting the
-measured data up until the rendering process; it's the visualization pipeline. \\
+measured data up until the rendering process; the entire visualization pipeline. \\
So, visualization itself is a field in which many specializations of other fields are used. Think of physics, mathematics, computer science, computer graphics and
probably many more. \\
@@ -27,4 +27,3 @@ useful to be able to mail some of the troubles we had during the implementation.
The two practical hours after the theoretical part were a bit to crowded for the teacher to be able to handle all questions from the students. This was a bit of a
downside. Because of this we were'nt always able to show our new results or post question during the practical hour. \\
-