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Merge pull request #2235 from gforney/update_docs
minor formatting edits to figure captions so that they conform to the check_manuals.py script
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Manuals/Bibliography/synch_files.sh

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Manuals/SMV_Technical_Reference_Guide/SMV_Technical_Reference_Guide.tex

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@@ -461,7 +461,9 @@ \section{Defining Objects} Smokeview defines object locations in terms of a righ
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\begin{center}
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\includegraphics[width=3.0in]{\SMVfigdir/righthandrule}
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\end{center}
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\caption{Right hand rule used by Smokeview for specifying a 3D vertex locations.}
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\caption
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[Right hand rule used by Smokeview for specifying a 3D vertex locations]
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{Right hand rule used by Smokeview for specifying a 3D vertex locations.}
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\label{figrighthand}
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\end{figure}
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@@ -504,7 +506,8 @@ \section{Defining Objects} Smokeview defines object locations in terms of a righ
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\begin{center}
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\includegraphics[width=6.0in]{\SMVfigdir/shapes}
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\end{center}
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\caption[Points, lines and a shaded triangle drawn using OpenGL.]
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\caption
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[Points, lines and a shaded triangle drawn using OpenGL]
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{Points, lines and a shaded triangle drawn using OpenGL. Vertices
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are defined using {\tt glVertex*} and the particular shapes are
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generated by passing {\tt GL\_POINTS}, {\tt GL\_LINES}, and {\tt
@@ -571,8 +574,9 @@ \subsection{Projections}
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\begin{center}
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\includegraphics[width=4.0in]{\SMVfigdir/figviewport}
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\end{center}
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\caption{Example view frustum used to convert 3D scenes to 2D
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screen viewport.}
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\caption
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[Example view frustum used to convert 3D scenes to 2D screen viewport]
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{Example view frustum used to convert 3D scenes to 2D screen viewport.}
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\label{figfrustum}
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\end{figure}
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@@ -590,7 +594,9 @@ \subsection{Stereo Projections}
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\begin{center}
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\includegraphics[width=3.0in]{\SMVfigdir/fig_stereo}
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\end{center}
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\caption{View frustums for stereo pairs.}
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\caption
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[View frustums for stereo pairs]
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{View frustums for stereo pairs.}
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\label{figstereo}
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\end{figure}
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@@ -605,7 +611,9 @@ \subsection{Viewports}
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\begin{center}
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\includegraphics[width=4.0in]{\SMVfigdir/figviewport2}
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\end{center}
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\caption{Examples of several viewports in a typical Smokeview scene.}
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\caption
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[Examples of several viewports in a typical Smokeview scene]
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{Examples of several viewports in a typical Smokeview scene.}
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\label{figviewports}
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\end{figure}
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@@ -680,8 +688,9 @@ \subsection{Shading} OpenGL uses two shading models for drawing
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smooth (Gouraud) shading\\
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\end{tabular}
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\end{center}
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\caption [The FDS townhouse case drawn using flat and smooth
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shading.] { The FDS townhouse case drawn using flat and smooth
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\caption
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[The FDS townhouse case drawn using flat and smooth shading]
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{ The FDS townhouse case drawn using flat and smooth
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shading. All blockage surfaces have identical colors when drawn
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with flat shading. When drawn with smooth shading, blockage
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colors change. Surfaces are darker when not in direct view of the
@@ -717,9 +726,12 @@ \subsection{Shading} OpenGL uses two shading models for drawing
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separate normals $\rightarrow$ faceted drawing&averaged normals $\rightarrow$ smooth drawing\\
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\end{tabular}
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\end{center}
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\caption {Two spheres drawn showing the effect of using averaged
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\caption
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[Two spheres drawn showing the effect of using averaged normals]
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{Two spheres drawn showing the effect of using averaged
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normals. Using non-averaged normals results in a faceted or
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gem-like appearance. } \label{fignormals}
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gem-like appearance. }
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\label{fignormals}
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\end{figure}
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The Gouraud method for shading then determines a vertex color
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opaque slice plane\\
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\end{tabular}
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\end{center}
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\caption {A slice file drawn transparently mixes
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\caption
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[A slice file drawn transparently mixes
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slice colors with those in the background]
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{A slice file drawn transparently mixes
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slice colors with those in the background. When drawn opaquely,
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any portion of the scene behind the slice file is hidden. }
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\label{figtransparent}
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\includegraphics[width=2.5in]{\SMVfigdir/rotate_uv}
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\end{tabular}
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\end{center}
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\caption{Diagram relating the vector $u\times v$ and the angle $\theta$
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with vectors $u$, $v$. }
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\caption
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[Diagram relating the vector $u\times v$ and the angle $\theta$ with vectors $u$, $v$]
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{Diagram relating the vector $u\times v$ and the angle $\theta$ with vectors $u$, $v$. }
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\label{figrotateuv}
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\end{figure}
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@@ -1113,7 +1129,9 @@ \subsection{Converting data to a color}
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a) colorbar&b) 3D color cube\\
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\end{tabular}
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\end{center}
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\caption[1D colorbar and 3D color cube]{The 1D colorbar on the
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\caption
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[1D colorbar and 3D color cube]
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{The 1D colorbar on the
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left is mapped onto the 3D color cube along the {\bf bold path}
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from blue to cyan to green to yellow to red. Colors interpolated
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within the cube are different than colors interpolated within the
@@ -1228,8 +1246,9 @@ \subsection{Interpolating Colors}
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{\SMVfigdir/plume_bad}&\includegraphics[width=3.0in]{\SMVfigdir/plume_good}\\
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interpolate colors within a 3D color cube&interpolate colors within 1D texture color bar\\
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\end{tabular}
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\caption [Slice file snapshots illustrating old and new method for
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coloring data.] {Slice file snapshots illustrating old and new
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\caption
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[Slice file snapshots illustrating old and new method for coloring data]
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{Slice file snapshots illustrating old and new
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method for coloring data.}
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\label{fignewslice}%
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\end{center}
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b) colors interpolated within the colorbar\\
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\end{tabular}
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\end{center}
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\caption[Color interpolation examples] {Illustration showing
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\caption
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[Color interpolation examples]
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{Illustration showing
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colors representing data interpolated two different ways within a
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triangle: interpolated with the 3D color cube and interpolated
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with the colorbar}
@@ -1272,8 +1293,9 @@ \subsection{Line contours}
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\begin{center}
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\includegraphics[width=7.0in]{\SMVfigdir/2d_linecontours}
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\end{center}
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\caption{2D line contour canonical forms.
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}
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\caption
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[2D line contour canonical forms]
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{2D line contour canonical forms.}
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\label{fig2dline}%
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\end{figure}
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Mathematically, the 2D line contouring problem may be expressed
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\begin{center}
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\includegraphics[width=7.0in]{\SMVfigdir/2d_bandcontours}
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\end{center}
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\caption{2D band contour canonical forms.
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}
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\caption
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[2D band contour canonical forms]
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{2D band contour canonical forms.}
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\label{fig2dband}%
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\end{figure}
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The banded contouring algorithm works similarly to the line
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\begin{center}
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\includegraphics[height=8.5in]{\SMVfigdir/plume5a_iso_full}\\
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\end{center}
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\caption{Snapshot of an isosurface of temperature at 100 \degC\ (212 \degF).
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}
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\caption
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[Snapshot of an isosurface of temperature at 100 \degC\ (212 \degF)]
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{Snapshot of an isosurface of temperature at 100 \degC\ (212 \degF).}
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\label{figisoa}%
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\end{figure}
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solid view
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\end{tabular}
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\end{center}
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\caption{Snapshot of an isosurface of temperature at 100 \degC\ (212 \degF).
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}
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\caption
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[Snapshot of an isosurface of temperature at 100 \degC\ (212 \degF)]
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{Snapshot of an isosurface of temperature at 100 \degC\ (212 \degF).}
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\label{figisob}%
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\end{figure}
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\begin{figure}[bph]
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\begin{center}
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\includegraphics[width=7.0in]{\SMVfigdir/3d_contours}
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\end{center}
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\caption[3D isosurface canonical forms.]{3D isosurface canonical
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\caption
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[3D isosurface canonical forms]
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{3D isosurface canonical
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forms. Dots occur at corners where the data value is greater than
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the isosurface value. Other corners are below the isosurface
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value. Red polygons intersect cube edges at the isosurface value.
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after decimation
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\end{tabular}
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\end{center}
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\caption[Example of triangle decimation.]{Example of triangle decimation.
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\caption
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[Example of triangle decimation]
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{Example of triangle decimation.
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Triangle with red dots is removed. Region is re-triangulated by replacing
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any edges connected to a red dot with the blue dot (average position of removed red dot).}
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\label{figdecimate}%
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\begin{center}
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\includegraphics[width=5.0in]{\SMVfigdir/3point_line_smooth}
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\end{center}
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\caption{Setup for determining the slope of a smooth curve passing through three points.}
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\caption
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[Setup for determining the slope of a smooth curve passing through three points]
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{Setup for determining the slope of a smooth curve passing through three points.}
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\label{figlinesmooth}%
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\end{figure}
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\begin{center}
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\includegraphics[width=5.0in]{\SMVfigdir/iso_setup}
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\end{center}
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\caption[Setup for determining isosurface opacity as a function of orientation.]
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\caption
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[Setup for determining isosurface opacity as a function of orientation]
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{Setup for determining isosurface opacity as a function of orientation.
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The vectors $\vec{n}$ and $\vec{v}$ represent the direction perpendicular to the surface
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and the direction from the surface to the observer.}
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\includegraphics[width=5.0in]{../SMV_Verification_Guide/SCRIPT_FIGURES/plume5c_iso_solid_30}
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\end{center}
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\caption
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[Isosurface with variable opacity]
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{Isosurface with variable opacity. The isosurface opacity changes as a function of orienttion
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with repsect to the observer.}
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a) Particles&b) Particle streaks\\
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\end{tabular}
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\end{center}
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\caption{Plume flow visualized using particles and particle streaks.}
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\caption
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[Plume flow visualized using particles and particle streaks]
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{Plume flow visualized using particles and particle streaks.}
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\label{figpart}%
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\end{figure}
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\begin{figure}
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\includegraphics[width=5.0in]{\SMVfigdir/smvlibstruct}
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\caption{Smokeview external library usage}
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\caption
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[Smokeview external library usage]
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{Smokeview external library usage.}
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\label{smvlibstruct}
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\end{figure}
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\begin{center}
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\includegraphics[width=5.0in]{\SMVfigdir/smvprogstruct}
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\end{center}
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\caption{Smokeview program structure}
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\caption
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[Smokeview program structure]
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{Smokeview program structure.}
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\label{figprogstruct}
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\end{figure}
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Manuals/SMV_Technical_Reference_Guide/proc_10032018.tex

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@@ -219,10 +219,13 @@
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\begin{center}
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\includegraphics[width=6.0in]{\SMVfigdir/rte_setup}
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\end{center}
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\caption{Diagram illustrating components of the
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\caption
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[Diagram illustrating components of the radiation transport equation]
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{Diagram illustrating components of the
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radiation transport equation. Absorption and out-scattering terms
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decrease radiance. Emission and in-scattering terms increase
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radiance.} \label{figRadiance}
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radiance.}
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\label{figRadiance}
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\end{figure}
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% ---- Approximating the Radiation Transport Equation ------------------------
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\begin{center}
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\includegraphics[width=5.0in]{\SMVfigdir/smoke_discrete_setup}
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\end{center}
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\caption{Setup for discretizing
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\caption
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[Setup for discretizing
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the equations used to model radiance within a column of 3D smoke]
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{Setup for discretizing
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the equations used to model radiance within a column of 3D smoke
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data. The transparency across the interval from $x_i$ to $x_{i+1}$
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is $\tau_i$. The transparency across the intervals from $x_i$ to
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\begin{center}
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\includegraphics[height=4.0in]{../SMV_User_Guide/SCRIPT_FIGURES/smokegeom_fullbox}
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\end{center}
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\caption{Planes are placed within the entire solution domain so that they are equally spaced and are oriented perpendicular to the line of sight. In this example, the solution domain is rotated and the number of planes is reduced to make them more visible. }
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\caption
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[Planes are placed within the entire solution domain so that they are equally spaced and are oriented perpendicular to the line of sight]
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{Planes are placed within the entire solution domain so that they are equally spaced and are oriented perpendicular to the line of sight. In this example, the solution domain is rotated and the number of planes is reduced to make them more visible. }
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\label{fig:smokeplanes}
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\end{figure}
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\includegraphics[height=3.0in]{../SMV_User_Guide/SCRIPT_FIGURES/smokegeom_smokebox}
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\end{tabular}
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\end{center}
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\caption{To improve visualization performance, especially at the beginning of the
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\caption
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[To improve visualization performance planes are placed only where smoke and fire are located]
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{To improve visualization performance, especially at the beginning of the
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simulation when a fire is typically small, planes are placed only where smoke and fire is located resulting in faster visualizations (since
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data does not need to be obtained or drawn where it would not be visible).}
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\label{fig:smokebox}
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a) intersection of a plane and a solution mesh& b) triangulated polygon
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\end{tabular}
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\end{center}
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\caption{Intersection of a plane perpendicular to the line of sight and the solution
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\caption
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[Intersection of a plane perpendicular to the line of sight and the solution
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domain]
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{Intersection of a plane perpendicular to the line of sight and the solution
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domain. This results in a polygon which is triangulated
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using a 2D coordinate system represented by vectors $\vvec{s}$ and $\vvec{t}$ located in the plane of this polygon.
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Similar polygons uniformly spaced and perpendicular to the line of site are also generated and triangulated whenever the scene is moved.}
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a) 12 planes&15 planes\\
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\end{tabular}
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\end{center}
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\caption{Four images showing increasing number of planes used to visualize smoke and fire.}
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\caption
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[Four images showing increasing number of planes used to visualize smoke and fire]
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{Four images showing increasing number of planes used to visualize smoke and fire.}
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\label{fig:smokenum}
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\end{figure}
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\begin{center}
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\includegraphics[width=5.0in]{\SMVfigdir/colorbar_fire2}
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\end{center}
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\caption{Example colormap used for converting temperature or HRRPUV values to color.}
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\caption
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[Example colormap used for converting temperature or HRRPUV values to color]
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{Example colormap used for converting temperature or HRRPUV values to color.}
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\label{fig:colormaps}
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\end{figure}
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@@ -565,7 +582,9 @@
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\includegraphics[width=3.6in]{\SMVfigdir/max_temp_5s}
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\end{tabular}
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\end{center}
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\caption{The image on the left was generated by blending colors found along each line of sight using opacities derived from smoke density. The image on the right was generated by using the color corresponding
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\caption
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[The image on the left was generated by blending colors found along each line of sight using opacities derived from smoke density]
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{The image on the left was generated by blending colors found along each line of sight using opacities derived from smoke density. The image on the right was generated by using the color corresponding
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to the maximum temperature found along each line of sight.}
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\label{fig:blendedmaximages}
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\end{figure}

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