Laboratoire des Ciences de l'Image, de l'Informatique et de la Télédétection, Université de Strasbourg, Illkirch, France.
IEEE Trans Vis Comput Graph. 2010 Jul-Aug;16(4):560-70. doi: 10.1109/TVCG.2010.30.
Classical direct volume rendering techniques accumulate color and opacity contributions using the standard volume rendering equation approximated by alpha blending. However, such standard rendering techniques, often also aiming at visual realism, are not always adequate for efficient data exploration, especially when large opaque areas are present in a data set, since such areas can occlude important features and make them invisible. On the other hand, the use of highly transparent transfer functions allows viewing all the features at once, but often makes these features barely visible. In order to enhance feature visibility, we present in this paper a straightforward rendering technique that consists of modifying the traditional volume rendering equation. Our approach does not require an opacity transfer function, and instead is based on a function quantifying the relative importance of each voxel in the final rendering called relevance function. This function is subsequently used to dynamically adjust the opacity of the contributions per pixel. We conduct experiments with a number of possible relevance functions in order to show the influence of this parameter. As will be shown by our comparative study, our rendering method is much more suitable than standard volume rendering for interactive data exploration at a low extra cost. Thereby, our method avoids feature visibility restrictions without relying on a transfer function and yet maintains a visual similarity with standard volume rendering.
经典的直接体绘制技术使用通过 alpha 混合逼近的标准体绘制方程来累积颜色和不透明度贡献。然而,这种标准的渲染技术,通常也旨在追求视觉真实感,并不总是足以进行有效的数据探索,特别是当数据集存在大的不透明区域时,因为这些区域会遮挡重要的特征并使它们不可见。另一方面,使用高度透明的传输函数可以一次查看所有特征,但通常会使这些特征几乎不可见。为了增强特征的可见性,我们在本文中提出了一种简单的渲染技术,该技术包括修改传统的体绘制方程。我们的方法不需要不透明度传输函数,而是基于一种量化每个体素在最终渲染中相对重要性的函数,称为相关性函数。然后,该函数用于动态调整每个像素的贡献的不透明度。我们使用许多可能的相关性函数进行实验,以展示该参数的影响。正如我们的比较研究所示,我们的渲染方法比标准体绘制更适合于低额外成本的交互式数据探索。因此,我们的方法避免了特征可见性限制,而无需依赖传输函数,同时还保持了与标准体绘制的视觉相似性。