Greg,

Since (I am told) hardware rendering works for this simple example,
presumably a different algorithm is used there.

Thanks for your explanation.

Gib

> -----Original Message-----
> From: Gregory D Abram [mailto:[EMAIL PROTECTED]
> Sent: Friday, 10 August 2001 03:20
> To: [email protected]
> Subject: Re: [opendx-users] Funny tetrahedron visualisation - 
> Volume Vis
> 
> 
> 
> The problems you are seeing is inherant in the 
> volume-rendering algorithm
> used by OpenDX, which is designed for large numbers of small 
> primitives,
> rather than a few large primitives.  It uses a back-to-front 
> algorithm in
> which the faces of the primitives are composited over one 
> another taking
> into account the distance in depth between the triangles.  To 
> generate the
> back-to-front ordering of the faces, OpenDX sorts them in Z 
> based on the
> depth of the centroid of each face.  Unfortunately, you don't 
> always get
> the right answer - for that matter, there isn't always a right answer.
> Consider two polygons in an orthographic projection :
> 
>                                     \      /
>                                       \  /
>                                        /
>     eye ----> Z             /
>                                    /
>                                  /
>                                /
>                              /
> 
> The \ triangle is in front of the / triangle, from the point 
> of view of the
> eye, but the centroid of the / is shallower, so the 
> centroid-based depth
> sort puts the / triangle in front of the \ triangle, which is wrong.
> 
> 
> You can improve the situation by putting the Refine(level = 3 
> or 4)  in
> front of Image, generating a lot of little tets from your two 
> big ones.
> 
> Greg
> 
> 
> 

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