Next: 13.3 2D Texture Volume
Up: 13 Volume Visualization with
Previous: 13.1 Overview of the
Using 3D textures for volume rendering is the most desirable method. The slices
can be oriented perpendicular to the viewer's line of sight, and close-up
views can be rendered with spherical ``shell slices'' to avoid aliasing
in the parts of the image that where sampled far from the direction of view.

Here are the steps for rendering a volume using 2D textures:
-
Load the volume data into a 3D texture. This is done once for a particular
data volume.
-
Choose the number of slices, based on the criteria in
Section 13.5. Usually this matches the texel
dimensions of the volume data cube.
-
Find the desired viewpoint and view direction
-
Compute a series of polygons that cut through the data perpendicular
to the direction of view. Use texture coordinate generation to texture the
slice properly with respect to the 3D texture data.
-
Use the texture transform matrix to set the desired orientation
the textured images on the slices.
-
Render each slice as a textured polygon, from back to front. A blend
operation is performed at each slice; the type of blend depends on the
desired effect. See the blend equation descriptions in
Section 13.4 for details.
-
As the viewpoint and direction of view changes, recompute the data slice
positions and update the texture transformation matrix as necessary.
David Blythe
Thu Jul 17 21:24:28 PDT 1997