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@@ -24,30 +24,34 @@ The algorithm that implements the isolines follows a structured pattern. In pseu
\} \\
\end{tabbing}
-The algorithm passes through every cell and then checks the four cell vertices \{$ v_0 $, $ v_1 $, $ v_2 $, $ v_3 $\} of that cell. Each vertex has it's own value. With that value, the algorithm can check if a vertex is inside ($ v_j \geq threshold $) or outside ($ v_j < threshold $) the isosurface. The inside/outside state is then stored. \\
+The algorithm passes through every cell and then checks the four cell vertices \{$ v_0 $, $ v_1 $, $ v_2 $, $ v_3 $\} of that cell. Each vertex has it's own value.
+With that value, the algorithm can check if a vertex is inside ($ v_j \geq threshold $) or outside ($ v_j < threshold $) the isosurface. The inside/outside state is
+then stored. \\
\begin {center}
\includegraphics[width=\textwidth]{isolines.png} \\
- Figure 6: Three fire-like colored isolines on a blue grid \\
+ Figure 7: Fire-like isolines on a blue grid \\
\end {center}
-If a vertex, $ v_0 $ is inside the isosurface, $ v_0 $ is set to 1, else it's left to 0. This is done for all four vertices which results in a 4-bit status.
-This means there are in total 16 different cases in which the isoline can run through a cell. \\
+If a vertex, $ v_0 $ is inside the isosurface, $ v_0 $ is set to 1, else it's left to 0. This is done for all four vertices which results in a 4-bit status. This
+means there are in total 16 different cases in which the isoline can run through a cell. \\
\begin {center}
\includegraphics[width=\textwidth]{marching.png} \\
- Figure 7: The 16 marching square cases \\
+ Figure 8: The 16 marching square cases \\
\end {center}
-Above the image (figure 7) 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 its counterpart. Since some cases are equal, they can be reduced to 8. In case 0 and 15 for example, no lines have to be rendered, yet they are both different cases. \\
+Above the image (figure 8) 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 its counterpart. Since some cases are equal, they can be reduced to 8. In case 0 and 15 for example, no lines have to be rendered, yet they are both different cases. \\
-Cases 5 and 10 are also both ambiguous cases as becomes clear from the next image (figure 8). \\
+Cases 5 and 10 are also both ambiguous cases as becomes clear from the next image (figure 9). \\
\begin {center}
\includegraphics[width=100mm]{ambiguous.png} \\
- Figure 8: Two ambiguous cases in the marching squares algorithm \\
+ Figure 9: Two ambiguous cases in the marching squares algorithm \\
\end {center}
\section{Difficulties}
-The contouring algorithm is very simple to implement following the instructions of this previous method. Initially the contour was not very smooth. It was jaggy and had sharp edges everywhere. There was no smooth curve in the contours anywhere. The problem laid within the intersection with the isovalue. After reverting to this method, rather then something self-constructed, the isolines where nice and smooth. \\
+The contouring algorithm is very simple to implement following the instructions of this previous method. Initially the contour was not very smooth. It was jaggy and
+had sharp edges everywhere. There was no smooth curve in the contours anywhere. The problem laid within the intersection with the isovalue. After reverting to this
+method, rather then something self-constructed, the isolines where nice and smooth. \\