Volume Ray Casting, sometimes referred to as Volumetric Ray Casting, Volumetric Ray Tracing or Volume Ray Marching, is an image-based volume rendering technique. Ray Casting plays an important in the creating processes of a 3D configurator. It calculates 2D images from 3D volume data sets (3D scalar fields). Volume ray casting, which processes volume data, must not be confused with ray casting in the sense of raytracing, which processes surface data. In the volumetric variant, the calculation does not stop at the surface, but “pushes” the object through and tests the object along the ray. In contrast to raytracing, Volume Ray Casting does not generate secondary beams. When the context is clear, some experts speak of ray casting. Because rayarching does not necessarily require an accurate solution for ray intersection and collisions, it is suitable for real-time computing for many applications for which ray tracing is unsuitable.
Classification.
The technique of Volume Ray Casting can be derived directly from the rendering equation. It provides results of very high quality. Volume ray casting is classified as an image-based volume rendering technique because the calculation is performed from the output image and not from the input volume data, as is the case with object-based techniques.
Basic algorithm.
In its basic form, the Volume Ray Casting algorithm consists of four steps:
Advanced adaptive algorithms.
The adaptive sampling strategy drastically shortens the render time for high-quality rendering – the higher the quality and/or size of the data set, the greater the advantage over the regular/even sampling strategy. However, adaptive ray casting on one projection plane and adaptive scanning along each individual beam do not map well to the SIMD architecture of modern GPUs. Multicore GPUs, however, are perfectly suited for this technique and are therefore suitable for interactive volumetric rendering of the highest quality.
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