This paper evaluates and compares four volume rendering algorithms that have become rather popular for rendering datasets described on uniform rectilinear grids: raycasting, splatting, shear-warp, and hardware-assisted 3D texture-mapping. In � rder to assess both the strengths and the weaknesses of these algOrlthms in a wide variety of scenarios, a set of real-life benchmark datasets with diff erent characteristics was carefull y selected In the render ing, all algorithm-independent image synthesis parameters, such as viewing matrix, transfer functions, and optical model, were kept constant to enable a fair comparison of the rendering results. Both /mage quality and computational complexity were evaluated ant! compared, with the aim of providing both researr:hers and practl tioners with guidelines on which algorithm is most suited in whi � h scenario. Our analysis also indicates the current weaknesses m each algorithm's pipeline, and possible solutions to these as well as pointers for future researr:h are offered.
There are four techniques that are particular popular in volume rendering: raycasting, splatting, shear-warp and texture-mapping hardware-based approaches REF .