Volume Rendering
Volume rendering projects a three-dimensional scalar field directly to the screen without first extracting surfaces, revealing internal structure.
Direct rendering of 3D fields
Volume rendering treats a scalar field defined on a 3D grid as a semi-transparent medium. Rather than reducing the data to surfaces, it integrates light along rays through the volume, so the viewer sees interior structure such as density gradients, hot cores, or nested layers. It is the natural technique for continuous fields like plasma density, temperature, or neutron flux.
The emission-absorption model
The standard model assigns each point an emitted color and an absorption coefficient. Along a viewing ray the accumulated intensity is the integral of emission weighted by the transmittance from the eye to that point. Discretized, this becomes front-to-back or back-to-front compositing over sample points.
import numpy as np
# front-to-back compositing along one ray
def composite(colors, alphas):
C = np.zeros(3); T = 1.0
for c, a in zip(colors, alphas):
C += T * a * c
T *= (1.0 - a)
if T < 1e-3: break
return C, 1.0 - T
Transfer functions
A transfer function maps scalar value (and sometimes gradient magnitude) to color and opacity. It is the single most consequential choice: it decides which values become visible and which fade away. Designing it well is an iterative, data-aware task, covered in Transfer Functions.
Sampling and quality
- Step size along the ray trades speed for accuracy; too coarse yields wood-grain artifacts.
- Pre-integrated transfer functions reduce sampling error at feature boundaries.
- Gradient-based shading adds surface-like cues to soft regions.
Kronos use
Volume rendering of simulated neutron flux and plasma density lets engineers inspect where energy and particles concentrate inside a device, without committing to a single isosurface threshold.