Processing math: 100%
VolumeRendering

Numerical Integration

Absorption | | Integration with OpenGL

Single step of numerical integration:

I=Ieμ(t)Δt

Numerical integration with alpha-blending:

I=I(1alpha)
alpha=1eμ(t)Δt

Approximation for small Δt:

alpha=1eμAs(t)Δt
alpha=(1eμAΔt)s(t)

Over-Operator:

RGBframe=AfragmentRGBfragment+(1Afragment)RGBframe

with

RGBfragment=(0,0,0)
Afragment=1eμAs(t)Δt

Further approximation:

Afragment=1eμAΔt moduliert mit s(t)

Realization of numerical integration with OpenGL: Numerical integration by view-aligned slicing with slice distance Δt with over-operator and constant vertex opacity α=1eμAΔt, constant vertex color (0,0,0) and modulation of vertex opacity with 3D-texture lookup of s(t).

Ambient background emission (white background) is attenuated:

X-Ray Positiv:

X-Ray Negativ:

  • Advantage: commutative
  • Disadvantage: no depth perception


Absorption | | Integration with OpenGL

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