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Brute-force Algorithm []

  Given a scalar valued 3D array of data samples of tex2html_wrap_inline1386 Voxels. A Voxel is defined by its position tex2html_wrap_inline1388 , i,j,k = 1,...,N its value tex2html_wrap_inline1392 (???), its color tex2html_wrap_inline1394 and the opacity tex2html_wrap_inline1396 .
The image is assumed to be an array of tex2html_wrap_inline1398 Pixels indexed by a vector tex2html_wrap_inline1400 .

Parallel rays are traced into the data from each pixel and a vector of colors and opacities is computed by resampling the data at W evenly spaced locations along the ray and by trilinearly interpolating from the eight voxels surrounding each sample location. Samples are indexed by a vector tex2html_wrap_inline1402 , where (u,v) identifies the ray (the location of the pixel the ray was cast from) and w = 1,....,W corresponds to the distance along the ray with w=1 being closest to the eye. The Color and opacity of sample U Uare denoted by tex2html_wrap_inline1414 and tex2html_wrap_inline1416 respectively. A fully opaque background is draped behind the dataset and the resampled colors and opacities are composited with each other and with the background to yield the color for the pixel tex2html_wrap_inline1414 .

Let tex2html_wrap_inline1420 and tex2html_wrap_inline1422 denote the color and opacity of pixel u uafter/before processing sample U U.

In a front-to-back algorithm color and opacity are calculated in the following way:

displaymath1380

displaymath1381

with tex2html_wrap_inline1488 .

After all samples along a ray have been processed, the color tex2html_wrap_inline1414 of the ray is given by

displaymath1382



Lukas Mroz
Tue Feb 9 12:46:24 MET 1999