Direct volume rendering by its very nature deals with transparent objects. As such, it is important to understand how to mix a transparent volume with other objects within a scene. We refer to the process of mixing two overlaid images together as image blending or image compositing.
Porter and Duff [74] in a seminal paper introduce an algebra for image blending; this algebra is still the foundation of compositing in computer graphics today. Therefore, it is important to understand how the volume rendering integral relates to the Porter and Duff algebra to perform blending appropriately.
In brief, Porter and Duff introduce the
blending term (the A part
of a standard OpenGL RGBA pixel color), which gives the fraction of a pixel
that is covered and will occlude whatever is ``behind'' the pixel. Another
name for the fraction of a pixel covered is the
opacity. The opacity fits well with the
model defined in Section 1.1 with minute particles
that occlude light from behind them. Although I show the derivation for
the output light intensity from a volume, I do not give the opacity for the
volume there. I derive the opacity for the volume here.
Consider the same thin cylinder surrounding the viewing ray shown in
Figure 1.2 on
page
. As is shown in the derivation
starting on page
, the fraction of a cross
sectional disk of small length
occluded by particles is
. Therefore, we can express the transient change in
opacity of the cylinder as
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(6) |
We can solve this differential equation with the same approach used in the derivation of Section 1.1.
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At this point, we can integrate both sides of the equation from
to
.
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Now that we have formally defined the
term, we can plug it into
the volume rendering integral (Equation 1.2 on
page
).