|
Here are some screenshots showing images captured form the Volume Viewer:
No lighting
|
This is the simplest view available. The model is
rendered simply by comparing its density at any
particular point to a color map provided by the
user.
Sections removed, Diffuse Light
|
Here the head is shown with sections cut away.
Shadows are added to provide visual cues. Some
sections of uniform density are not drawn, giving
the model a hollowed out look.
Side view, shadows, hollowed out
|
Another hollowed out view, this time from the side. The
color map the user provides to the program can define
transparent regions so that edges are prominent.
Side view, shadows
|
Here is the above view rendered with different lighting
parameters. Here internal material is not removed during
the rendering, giving it a much more solid look. A
different color scheme is also used.
Opaque face, sharp
|
The full model is shown, with shadows.
Opaque face, soft
|
Similar to the above, but the entire model has been
made more translucent, giving it a softer appearance.
Skull perspective
|
In this model, the dense bony areas are given a solid
orange color while the less dense skin is given a thin
red color. This allows the skull to appear clearly while
still giving an indication of the facial features.
Skull perspective, few layers
|
Same as above, except fewer slices are rendered.
Notice the increased banding. Using fewer layers can
make it easier to manipulate the model at the
expense of a more banded rendering quality.
Skull side
|
Another view of the skull from the side.
Skull side 2
|
Using a cut away view with no shadows can show
skeletal features vividly.
Skull phong
|
By using a Phong lighting effect, you can provide
a shinier, plastic like appearance.
Finally, here is a shadowed view rendered with
varying levels of transparency. More transparent
views allow more of the underlying structure to
be seen.
|