Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

First Law: Particles in Two-dimensional Equilibrium01:18

First Law: Particles in Two-dimensional Equilibrium

16.9K
Recall that a particle in equilibrium is one for which the external forces are balanced. Static equilibrium involves objects at rest, and dynamic equilibrium involves objects in motion without acceleration; but it is important to remember that these conditions are relative. For instance, an object may be at rest when viewed from one frame of reference, but that same object would appear to be in motion when viewed by someone moving at a constant velocity.
Newton's first law tells us about...
16.9K
Electron Microscope Tomography and Single-particle Reconstruction01:07

Electron Microscope Tomography and Single-particle Reconstruction

3.0K
Transmission electron microscopy (TEM) can be used to determine the 3D structure of biological samples with the help of techniques such as electron microscope tomography and single-particle reconstruction. While single-particle reconstruction can examine macromolecules and macromolecular complexes in vitro conditions only, tomography permits the study of cell components or small cells in vivo.
Electron Tomography
Electron tomography can be performed either in TEM or STEM (scanning transmission...
3.0K
Equilibrium Conditions for a Particle01:23

Equilibrium Conditions for a Particle

2.4K
When an object is in equilibrium, it is either at rest or moving with a constant velocity. There are two types of equilibrium: static and dynamic. Static equilibrium occurs when an object is at rest, while dynamic equilibrium occurs when an object is moving with a constant velocity. In both cases, there must be a balance of forces acting on the object.
To understand the concept of equilibrium, let us first consider the forces acting on an object. When different forces act on an object, they can...
2.4K
Accelerating Fluids01:17

Accelerating Fluids

2.4K
When a fluid is in constant acceleration, the pressure and buoyant force equations are modified. Suppose a beaker is placed in an elevator accelerating upward with a constant acceleration, a. In the beaker, assume there is a thin cylinder of height h with an infinitesimal cross-sectional area, ΔS.
The motion of the liquid within this infinitesimal cylinder is considered to obtain the pressure difference. Three vertical forces act on this liquid:
2.4K
First Law: Particles in One-dimensional Equilibrium01:10

First Law: Particles in One-dimensional Equilibrium

8.3K
Newton's first law of motion states that a body at rest remains at rest, or if in motion, remains in motion at constant velocity, unless acted on by a net external force. It also states that there must be a cause for any change in velocity (a change in either magnitude or direction) to occur. This cause is a net external force. For example, consider what happens to an object sliding along a rough horizontal surface. The object quickly grinds to a halt, due to the net force of friction. If...
8.3K
Parallel Processing01:20

Parallel Processing

842
The brain processes sensory information rapidly due to parallel processing, which involves sending data across multiple neural pathways at the same time. This method allows the brain to manage various sensory qualities, such as shapes, colors, movements, and locations, all concurrently. For instance, when observing a forest landscape, the brain simultaneously processes the movement of leaves, the shapes of trees, the depth between them, and the various shades of green. This enables a quick and...
842

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Fast Compressed Segmentation Volumes for Scientific Visualization.

IEEE transactions on visualization and computer graphics·2023
Same author

Image-based Visualization of Large Volumetric Data Using Moments.

IEEE transactions on visualization and computer graphics·2022
Same author

Analysis of Acceleration Structure Parameters and Hybrid Autotuning for Ray Tracing.

IEEE transactions on visualization and computer graphics·2021
Same author

Visual Analysis of Large Multivariate Scattered Data using Clustering and Probabilistic Summaries.

IEEE transactions on visualization and computer graphics·2020
Same author

Void-and-Cluster Sampling of Large Scattered Data and Trajectories.

IEEE transactions on visualization and computer graphics·2019
Same author

Extinction-Optimized Volume Illumination.

IEEE transactions on visualization and computer graphics·2016
Same journal

Blue Noise Dithering for Reservoir-based Spatio-temporal Importance Resampling.

IEEE transactions on visualization and computer graphics·2026
Same journal

ROS-GS: Relightable Outdoor Scenes With Gaussian Splatting.

IEEE transactions on visualization and computer graphics·2026
Same journal

MesoSplats: Texture Synthesis with Gaussian Splatting.

IEEE transactions on visualization and computer graphics·2026
Same journal

GLLA: A Unified Force-Directed Graph Layout Framework Supporting Local Adjustments.

IEEE transactions on visualization and computer graphics·2026
Same journal

Multi-Perception Crowd: Learning to combine entity and implicit perception for diverse crowd simulation.

IEEE transactions on visualization and computer graphics·2026
Same journal

Hiding in Plain Sight: Camouflaging Real-world Objects.

IEEE transactions on visualization and computer graphics·2026
See all related articles

Related Experiment Video

Updated: Mar 8, 2026

Voxel Printing Anatomy: Design and Fabrication of Realistic, Presurgical Planning Models through Bitmap Printing
11:36

Voxel Printing Anatomy: Design and Fabrication of Realistic, Presurgical Planning Models through Bitmap Printing

Published on: February 9, 2022

3.3K

Memory-Efficient On-the-Fly Voxelization and Rendering of Particle Data.

Tobias Zirr, Carsten Dachsbacher

    IEEE Transactions on Visualization and Computer Graphics
    |January 28, 2017
    PubMed
    Summary
    This summary is machine-generated.

    This study introduces a novel GPU-friendly real-time voxelization method for particle-based media like Smoothed Particle Hydrodynamics (SPH) fluids. It enables high-resolution, interactive rendering with advanced effects without complex preprocessing.

    More Related Videos

    High-speed Particle Image Velocimetry Near Surfaces
    11:59

    High-speed Particle Image Velocimetry Near Surfaces

    Published on: June 24, 2013

    33.9K
    Three-Dimensional Particle Shape Analysis Using X-ray Computed Tomography: Experimental Procedure and Analysis Algorithms for Metal Powders
    10:10

    Three-Dimensional Particle Shape Analysis Using X-ray Computed Tomography: Experimental Procedure and Analysis Algorithms for Metal Powders

    Published on: December 4, 2020

    2.3K

    Related Experiment Videos

    Last Updated: Mar 8, 2026

    Voxel Printing Anatomy: Design and Fabrication of Realistic, Presurgical Planning Models through Bitmap Printing
    11:36

    Voxel Printing Anatomy: Design and Fabrication of Realistic, Presurgical Planning Models through Bitmap Printing

    Published on: February 9, 2022

    3.3K
    High-speed Particle Image Velocimetry Near Surfaces
    11:59

    High-speed Particle Image Velocimetry Near Surfaces

    Published on: June 24, 2013

    33.9K
    Three-Dimensional Particle Shape Analysis Using X-ray Computed Tomography: Experimental Procedure and Analysis Algorithms for Metal Powders
    10:10

    Three-Dimensional Particle Shape Analysis Using X-ray Computed Tomography: Experimental Procedure and Analysis Algorithms for Metal Powders

    Published on: December 4, 2020

    2.3K

    Area of Science:

    • Computer Graphics
    • Scientific Visualization

    Background:

    • Rendering homogeneous media from particle data, such as Smoothed Particle Hydrodynamics (SPH) simulations, poses challenges for real-time applications.
    • Existing methods often require computationally expensive preprocessing steps like scalar field conversion or mesh generation.

    Purpose of the Study:

    • To develop a novel, GPU-friendly, real-time voxelization technique for rendering particle-defined media.
    • To enable interactive generation of realistic images with advanced rendering effects.

    Main Methods:

    • A view-adaptive binary voxelization approach using on-the-fly compression of a tiled perspective voxel grid.
    • Direct processing of unsorted particle data, eliminating the need for preprocessing.
    • Integration of an accelerated ray casting scheme within the voxelization.

    Main Results:

    • Achieved higher rendering resolutions compared to previous methods.
    • Enabled interactive rendering supporting complex effects like refraction, reflection, light scattering, absorption, and ambient occlusion.
    • Demonstrated efficient processing directly from particle data.

    Conclusions:

    • The proposed method offers an efficient and high-quality solution for real-time rendering of particle-based media.
    • It significantly advances the state-of-the-art by removing preprocessing bottlenecks and enhancing visual fidelity.