List of Figures

| Table of Contents | List of Figures | List of Examples | List of Tables |

Figure 1-1. OpenGL Volumizer in Relation to Other Graphics APIs
Figure 1-2. Volview: OpenGL Multipipe Volume Viewer Application
Figure 2-1. The Shape Node
Figure 2-2. A More Complex Scene Graph
Figure 2-3. Render Actions
Figure 2-4. Shaders
Figure 2-5. Shape Node in Sample Application
Figure 3-1. The Shape Node
Figure 3-2. Modification of Shape Node from Sample Application
Figure 3-3. Construction of vzUnstructuredTetraMesh with Two Tetras
Figure 4-1. Viewport-Aligned Sampling Planes, 3D Textures Sampling Planes, and Final Image after Back-to-Front Compositing
Figure 4-2. Original vzBlock and Corresponding Tessellation
Figure 4-3. Back-to-Front Composited Slices for One, Three, and Five Tetrahedra
Figure 4-4. Managing, Unmanaging, and Drawing Shapes
Figure 4-5. vzTMSimpleShader
Figure 4-6. vzTMLUTShader
Figure 4-7. vzTMTangentSpaceShader
Figure 4-8. vzTMTag Shader
Figure 4-9. Data ROI and Geometry ROI of a Texture
Figure 4-10. Original Texture and Texture after Modifying the Geometry ROI
Figure 4-11. Head Image and Its Lookup Table
Figure 4-12. Skull of the Head and Its Lookup Table
Figure 4-13. Volume Rendering Pipeline
Figure 4-14. Texture Bricking
Figure 4-15. Reusing Texture Objects
Figure 4-16. Spherical Slicing
Figure 6-1. Clip Texture Hierarchy in Two Dimensions
Figure 6-2. Subsampled Volume Data
Figure 6-3. A Shape Node Using a Volume Texture
Figure 6-4. A Shape Node Using a Clip Texture
Figure 6-5. The Volume Buffer
Figure 6-6. Preprocess Texture Data
Figure 6-7. Data Decimation
Figure 6-8. Rendering a Scene
Figure 7-1. Blunt Fin Dataset (Wireframe Model)
Figure 7-2. Tetrahedron Projected into Screen Space
Figure 7-3. Blunt Fin Dataset
Figure 9-1. A Complex Scene Graph
Figure 9-2. Volume and Opaque Geometry Integrated in a Single Scene
Figure 9-3. Multipipe Architecture
Figure 9-4. Dynamic versus Static Load Balancing
Figure 9-5. DB Decomposition
Figure 9-6. DPLEX Decomposition