restrain ourselves to briefly introducing the two ma-
jor approaches adopted by volume visualization tech-
niques, namely, Surface Rendering (SR) and Direct
Volume Rendering (DVR). Concerning specific tech-
niques, we emphasize a third class of so-called Hy-
brid algorithms, which, similarly to our proposed ap-
proach, combine SR and DVR to make up a visual-
ization framework.
Surface Rendering techniques adopt the gen-
eral approach of extracting from the volume two-
dimensional geometric entities of interest, which
are then displayed with conventional SR algo-
rithms (Lorensen and Cline, 1987; Nonato et al.,
2001; Marmitt et al., 2004). In contrast to SR, Di-
rect Volume Rendering techniques do not extract any
geometric representation in the visualization process,
handling the volumetric data in a direct way (Levoy,
1990a; Westover, 1990). Although lower computa-
tional cost has initially motivated the adoption of SR
methods in a wide range of applications, recent de-
velopments in DVR have put in check such an advan-
tage (Wald et al., 2005). The ability to provide high-
quality images of three-dimensional internal struc-
tures at reasonable interactive rates and acceptable
costs stimulates the choice of DVR as a volume visu-
alization approach, particularly in critical fields such
as medicine and biology. However, good solutions re-
quire top-of-the-line graphics cards.
Techniques that integrate different types of
processing into a single visualization strategy are usu-
ally called hybrid volume rendering techniques. The
term “hybrid rendering”, however, has been employed
in different contexts. One such context refers to a
wide class of algorithms characterized by combin-
ing SR and DVR strategies into a single visualiza-
tion environment. Examples include combining SR
with ray-tracing (Levoy, 1990b) or splatting (Tost
et al., 1993). Such approaches enable simultaneous
visualization of volumetric data and objects modeled
from geometric primitives. A typical application is
computer-aided surgery, where surgical instruments
must be surface rendered while patient’s data is shown
with DVR (Gross, 1998). Other hybrid approaches,
such as the one by (Zakaria and Saman, 1999), in-
tegrate SR, DVR and domain transform into a single
environment.
Another use of the term refers to Image-Based Hy-
brid Rendering techniques, which map a set of images
generated from a volume onto surfaces that can then
be rendered on conventional graphics hardware (Wil-
son et al., 2002). The mapping is typically performed
using texture maps available in graphics cards. Chen
et al.’s work (Chen et al., 2001) is a good represen-
tative of this class. In their method, the main idea
is to pre-compute, using conventional DVR, a set of
keyviews, which, depending on the viewer’s position,
are texture-mapped onto a surface that bounds the vol-
ume of interest (their solution uses a sphere as the
bounding surface). When a viewer moves away from
a keyview, the texture is kept in the regions still visible
and rays are cast for pixels in newly visible regions.
An important issue is where to place the cameras to
generate the keyviews. Another problem is that un-
desired holes appear in the image when the viewer
moves away from the keyviews.
(Samanta et al., 2000) name as “hybrid” a par-
allel volume visualization algorithm that sub-divides
both the volumetric and the image domains in or-
der to improve processor load balance. Sometimes
the term is also employed to describe optimization
approaches introduced in traditional rendering algo-
rithms. Levoy and Whitaker’s (Levoy and Whitaker,
1990) and Laur and Hanrahan’s (Laur and Hanra-
ham, 1991), for example, are considered hybrid ap-
proaches, though they are essentially DVR algorithms
highly optimized through progressive mesh refine-
ment and hierarchical representations.
Our technique also combines SR and ray casting
into a unified algorithm. However, its goal is not
to enable simultaneous visualization of geometrically
defined surface models and volume data. Ray-casting
is used as a mechanism to enrich the surface rendering
with volume information, in an approach that bears
similarity with image-based approaches such as the
one by (Chen et al., 2001). However, some differ-
ences are distinguishable:
1) the volumetric information is transferred to a
user-specified iso-surface extracted from the data vol-
ume, rather than to an external surface bounding
the volume; 2) VoS uses no texture mapping, i.e.,
rays are cast directly from the faces of the bound-
ary surface; 3) ray casting is executed only in a pre-
processing step; 4) changes in the color and opacity
transfer functions are handled in the rendering step,
with no need to redo the ray casting; 5) VoS presents
no problems with camera positions.
VoS can be summarized as follows: given a vol-
ume stored in a regular grid of voxels, a ray-casting al-
gorithm maps the volumetric information onto a sur-
face of interest extracted from the volume. Note that
only content internal to the extracted surface will be
shown. A SR algorithm is then applied to produce a
volumetric visualization of the domain.
3 THE VoS TECHNIQUE
Given a regular volume grid, a surface of interest must
be extracted. Iso-surface geometry and other infor-
mation required by the mapping process are stored
in a topological data structure. A high-pass filter is
applied to the volume and the resulting information
is also stored to allow identifying transitions between
EMPOWERING ISO-SURFACES WITH VOLUME DATA
373