Traditional Volume Rendering vs. 3D Texture Mapping Based Method
Traditional Volume Rendering(=Ray Casting) (a)
- Rays are fired from a projection plane.
- Volume data are resampled along the rays at evenly spaced sampling points.
- Volume data are shaded at the sampling points using normal vectors, view
vector and light vectors.
- Shaded colors are composited to the projection plane.
Texture Based Volume Rendering(=Volume Slicing) (b) &
(c)
- Volume data is converted to 3D texture data.
- Texture mapped planes are generated and composited to a view plane using
accelerated texture mapping hardware and compositing hardware
Ray Casting vs. Volume Slicing (from volumizer
manual)
- Ray casting under orthographic projection ((a) & (b) in the above
figure) is equivalent to taking a series of slices along planes parallel to
the viewport and compositing.
- Ray casting under perspective projection ((c) in the above figure) is
equivalent to samling along a series of concentric spherical shells centered
atthe eye.