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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.