 
    
    
    
      
 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
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
, 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.
, 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.