Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH Computer Graphics
Linear color representations for full speed spectral rendering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Illumination for computer generated pictures
Communications of the ACM
A rendering algorithm for visualizing 3D scalar fields
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
The Heidelberg Ray Tracing Model
IEEE Computer Graphics and Applications
Modeling Spectral Changes to Visualize Embedded Volume Structures for Medical Image Data
MICCAI '99 Proceedings of the Second International Conference on Medical Image Computing and Computer-Assisted Intervention
Global Illumination Techniques for the Simulation of Participating Media
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Advances in Computer Graphics VI, Images: Synthesis, Analysis, and Interaction (Tutorials from Eurographics'90 Conf.)
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
The application of transport theory to visualization of 3D scalar data fields
VIS '90 Proceedings of the 1st conference on Visualization '90
VIS '91 Proceedings of the 2nd conference on Visualization '91
Interactive visualization of large scalar voxel fields
VIS '92 Proceedings of the 3rd conference on Visualization '92
Interactive spectral volume rendering
Proceedings of the conference on Visualization '02
Interactive translucent volume rendering and procedural modeling
Proceedings of the conference on Visualization '02
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
Lighting Transfer Functions Using Gradient Aligned Sampling
VIS '04 Proceedings of the conference on Visualization '04
A Practical Approach to Spectral Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
A tool to create illuminant and reflectance spectra for light-driven graphics and visualization
ACM Transactions on Graphics (TOG)
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Volume renderers for interactive analysis must be sufficiently versatile to render a broad range of volume images: unsegmented 驴raw驴 images as recorded by a 3D scanner, labeled segmented images, multimodality images, or any combination of these. The usual strategy is to assign to each voxel a three component RGB color and an opacity value $\alpha$. This so-called RGB$\alpha$ approach offers the possibility of distinguishing volume objects by color. However, these colors are connected to the objects themselves, thereby bypassing the idea that in reality the color of an object is also determined by the light source and light detectors c.q. human eyes. The physically realistic approach presented here models light interacting with the materials inside a voxel causing spectral changes in the light. The radiated spectrum falls upon a set of RGB detectors. The spectral approach is investigated to see whether it could enhance the visualization of volume data and interactive tools. For that purpose, a material is split into an absorbing part (the medium) and a scattering part (small particles). The medium is considered to be either achromatic or chromatic, while the particles are considered to scatter the light achromatically, elastically, or inelastically. It appears that inelastic scattering particles combined with an achromatic absorbing medium offer additional visual features: Objects are made visible through the surface structure of a surrounding volume object and volume and surface structures can be made visible at the same time. With one or two materials the method is faster than the RGB$\alpha$ approach, with three materials the performance is equal. The spectral approach can be considered as an extension of the RGB$\alpha$ approach with a greater visual flexibility and a better balance between quality and speed.