A method for quickly re-rendering volume data consisting of several distinc
t materials and intermixed with moving geometry is presented. The technique
works by storing depth, color and opacity information, to a given approxim
ation, which facilitates accelerated rendering of fixed views at moderate s
torage overhead without re-scanning the entire volume. Storage information
in the ray direction (what we have called super-z depth buffering), allows
rapid transparency and color changes of materials, position changes of sub-
objects, dealing explicitly with regions of overlap, and the intermixing or
separately rendered geometry. The rendering quality can be traded-off agai
nst the relative storage cost and we present an empirical analysis of outpu
t error together with typical figures for its storage complexity. The metho
d has been applied to the visualization of medical image data for surgical
planning and guidance, and presented results include typical clinical data.
We discuss the implications of our method for haptic (or tactile) renderin
g systems, such as for surgical simulation, and present preliminary results
of rendering polygonal objects in the volume rendered scene. (C) 2000 Else
vier Science B.V. All rights reserved.