In 1989 Kajiya presented an ``ad hoc'' approach to deal with the problem of line shading in 3D which is based on an integration of all reflected intensities [38]. In 1996 Zöckler et al. described an efficient computation scheme for line shading in 3D which generates comparable results to the technique proposed by Kajiya [94]. A general framework for the task of shading k-manifolds in n-space was worked out by Banks in 1994 [8]. In addition to a consistent framework for shading with arbitrary co-dimensions Banks also dealt with the problem of excess brightness-compensation which becomes an important topic when manifolds with co-dimension higher than 1 are shaded.
Another problem associated with line shading in 3D is
(self-)shadowing. Normally, when shading 2-manifolds in 3-space,
we (implicitly) deal with this aspect by assuming all surface
points in (self-)shadow, where the outward normal
n points away from the light vector
l,
i.e.,
.
Furthermore we consider shadow rays before we compute
surface shading. Both aspects are difficult with line shading in
3D. One approach to deal with these aspects comes from volume
rendering: lines populating certain regions of three-space
can be considered as volume opacity of a certain density. This
assumption yields an exponential brightness attenuation for light
passing through such a region. A paper by Max in 1995 compiles a
comprehensive list of diverse models dealing with this
effect [53].
For the implementation of this technique the shading model by
Zöckler was used for shading the streamlets. Additionally we
used depth cueing as a rough approximation of shadowing to enhance
the spatial perceptibility of the streamlets in three-space. See
Fig. 7.4(a) for an example.
The heads of the streamlets are represented by small
arrow-heads
to indicate the orientation of the flow. Color
is used to encode the flow velocity (blue
slow,
red
fast). Line shading and depth cueing has been
applied as described above.