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So, our paper explored using volume rendering for this problem, since
the spirit of volume rendering is that you can get this more wholistic
view of the entire volume. The volume rendering method we used was
very simple ray-casting: no perspective, no global illumination, one ray
per pixel, and regular sampling along the ray. At each sample point
along the ray, we sample the tensor field by tri-linearly interpolating
it component-wise. From the interpolated tensor we calculate color and
opacity, and these values are composited for all the tensors along the
ray ray to produce the pixel color. Now really, the only interesting
question in all of this is, "how do you come up with color and opacity
for a tensor?". Our paper explores one possible way of answering that
question.