This technique interprets each plane to be rendered as being at
the center of a slice through the data. Each plane has a representation color intensity and
opacity associated with a slice. The thickness of each slice
is the total distance between the planes on the extreme ends divided by the
total number of planes. After knowing
, the color emission per unit distance E, and opacity per unit
distance A
, we could compute the color C and opacity A for the texture
map.
After each voxel in the data has been assigned a color C and an opacity A, an eight- or twelve-bit texture map entry, call a texel, is generated and stored. If the transfer function is changed or the number of slices is changed, then the texture map entry needs to be recalculated.