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To maintain full flexibility in the choice of compositing
operations, like local MIP or alpha-blending, a spatially consistent
ordering of the projected voxels has to be maintained. Voxels with a
gradient magnitude below a specific threshold
do not provide a useful contribution to an image rendered using the
contour shading model. Only about 25% of all voxels have a sufficiently high
gradient magnitude, and are thus included into the RenderList
structure, thus keeping the memory requirements at a reasonable
level (For back-to-front rendering using shear/warp, three copies of
the data are required, the MIP approach described before requires
just one copy, as spatial ordering is not relevant).
Figure 4.23:
Voxel ordering for back-to-front rendering: Voxels within
each slice (=RenderListEntry) are sorted by gradient magnitude. Voxels
which are mapped to 0 by
can be skipped efficiently.
![\includegraphics[width=.58\linewidth]{Figures/btford-n.eps}](img231.png) |
Within a RenderListEntry, voxels are sorted according to gradient
magnitude. During rendering, only voxels which are not mapped to
black due to their gradient magnitude (see figure 4.23)
have to be considered. Voxels mapped to black due to the currently used
are located at the end of a RenderList's voxels
and can be efficiently skipped. Compared to the MIP-only ordering of
voxels described earlier, significantly more voxels
have to be rendered. Voxel skipping is only based on the gradient
magnitude of a voxel, but not on the view-dependent property of
being part of a contour.
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Lukas Mroz, May 2001, mailto:mroz@cg.tuwien.ac.at.