Direct Volume Rendering
A direct volume renderer requires every sample value to be mapped to opacity and a color. This is done with a "transfer function" which can be a simple ramp, a piecewise linear function or an arbitrary table. Once converted to an RGBA (for red, green, blue, alpha) value, the composed RGBA result is projected on corresponding pixel of the frame buffer. The way this is done depends on the rendering technique.
A combination of these techniques is possible. For instance, a shear warp implementation could use texturing hardware to draw the aligned slices in the off-screen buffer.
Read more about this topic: Volume Rendering
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