Abstract

This chapter explores various options of indirect volume rendering. In addition to the various plane-oriented displays such as orthogonal, oblique, and curved reformatted slice displays, the chapter focuses on a surface-based display of the structures of interest. The major focus of this chapter is on the de facto standard of indirect volume rendering—the Marching Cubes algorithm. After introducing Marching Squares as 2D isoline extraction algorithm, it explores its 3D extension. The major issues of Marching Cubes are that surface artifacts are caused by triangulation ambiguities. It discusses several solutions to these artifacts, among them the asymptotic decider, various case table refinements, and Marching Tetrahedron. Next to triangulation artifacts, visual artifacts appear because of the limited quality of the vertex interpolation of Marching Cubes. The chapter focuses on the proper use of colors and transparency to visualize multiple segmented objects computed by an isosurface extraction algorithm. Although Marching Cubes is probably the most popular indirect volume rendering algorithm, it is by no means the only one.

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