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Creating the Texture Map

This technique interprets each plane to be rendered as being at the center of a slice through the data. Each plane has a representation color intensity and opacity associated with a slice. The thickness of each slice is the total distance between the planes on the extreme ends divided by the total number of planes. After knowing , the color emission per unit distance E, and opacity per unit distance A, we could compute the color C and opacity A for the texture map.

After each voxel in the data has been assigned a color C and an opacity A, an eight- or twelve-bit texture map entry, call a texel, is generated and stored. If the transfer function is changed or the number of slices is changed, then the texture map entry needs to be recalculated.



liao naiwen
Thu Dec 12 16:06:02 EST 1996