Concept

Volume ray casting

Résumé
Volume ray casting, sometimes called volumetric ray casting, volumetric ray tracing, or volume ray marching, is an volume rendering technique. It computes 2D images from 3D volumetric data sets (3D scalar fields). Volume ray casting, which processes volume data, must not be mistaken with ray casting in the sense used in ray tracing, which processes surface data. In the volumetric variant, the computation doesn't stop at the surface but "pushes through" the object, sampling the object along the ray. Unlike ray tracing, volume ray casting does not spawn secondary rays. When the context/application is clear, some authors simply call it ray casting. Because ray marching does not necessarily require an exact solution to ray intersection and collisions, it is suitable for real time computing for many applications for which ray tracing is unsuitable. The technique of volume ray casting can be derived directly from the rendering equation. It provides results of very high quality rendering. Volume ray casting is classified as an image-based volume rendering technique, as the computation emanates from the output image and not the input volume data, as is the case with object-based techniques. In its basic form, the volume ray casting algorithm comprises four steps: Ray casting. For each pixel of the final image, a ray of sight is shot ("cast") through the volume. At this stage it is useful to consider the volume being touched and enclosed within a bounding primitive, a simple geometric object — usually a cuboid — that is used to intersect the ray of sight and the volume. Sampling. Along the part of the ray of sight that lies within the volume, equidistant sampling points or samples are selected. In general, the volume is not aligned with the ray of sight, and sampling points will usually be located in between voxels. Because of that, it is necessary to interpolate the values of the samples from its surrounding voxels (commonly using trilinear interpolation). Shading.
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