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Due to more efficient skipping of black voxels and a simpler compositing operation for projecting a voxel, rendering using MIP is faster (see table 4.9) than when blending of voxel contributions is used. Although MIP allows to depict the most significant features of a volume (see figure 4.24e, f), the lack of occlusion and depth information in MIP images may be a disadvantage. The high interactivity of non-photorealistic rendering using MIP compensates for this disadvantage by adding time as an additional degree of freedom for the visualization (i.e., interactive view-point changes).
More flexibility is gained by using DVR (back to front
compositing). The rendering times are acceptable
(table 4.9), although slower than for MIP. Depending on the
choice for voxel opacity, different effects can be achieved. By
setting the opacity equal to
(figure 4.24a) an effect similar to MIP is achieved, with
the difference, that occlusion and spatial ordering of the voxels is
taken into account. Contours in areas with a higher gradient magnitude are
depicted brighter than in areas with lower gradient magnitude.
If opacity is derived from
only, the resulting image
displays a blended set of surfaces with lighted contours
(figure 4.24b). This approach can also be used with good
results to enhance contours [11] in addition to Phong shading for
surface rendering (figure 4.24c). For segmented data which
allows to distinguish between different objects, non-photorealistic
methods can be easily combined with other rendering methods, for example
with conventional surface rendering (figure 4.24d).
The rendering times in table 4.9 have been measured using a Java implementation of the algorithms on a PII/400MHz PC with Sun JDK 1.3 for Windows.