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And there are three parts to how we answer the question. Any one of
these parts could be used on their own or as part of some other tensor
viz methodology, or, they can be all put together in a ray-caster, as
we have done. First, there's the hue-balls; that's how we assign the
material color to each tensor. Then, there's the barycentric maps,
which is how we assign opacity. This is actually probably the most
important of the three parts, since as you may know, in volume
rendering, the quality of the volume rendering that you get is largely
determined by the appropriateness of your transfer/opacity. Finally,
the lit-tensor shading model tells us how to light a tensor according
to the light-position and view point, to produce the final color and
opacity which is composited along the ray.