each scan line through the projected polygon. The color values for these pixels are then interpolated from the
color values obtained where endpoints of the scan line cross the polygon.
As with contour displays, the base colors corresponding to the scalar result can be combined with a light
source-based lightness component to preserve the three-dimensional appearance of an image. Similar to
contour polygons, this lightness is computed at each pixel location as a normalized value
where ¸ is the angle between the normal to the model surface and the light ray, whose position is usually
directly into the Z direction of the screen.
One drawback that inhibits light source shading of continuous tonal displays is that most analysis models are
polygonal representations of an underlying model. The use of polygon normals can cause sharp visual
discontinuities in lightness across polygon boundaries, although the result values themselves should appear
continuous.
The large number of colors required to accomplish light source shading raises another problem. While a range
of 256 simultaneous colors is generally considered sufficient for displaying the scalar result itself, this range
must be multiplied by the number of lightness variations used, generally making true light source shading of
continuous results the domain of hardware supporting “true” color variation based on actual RGB or HLS
values at each pixel.
Correcting for Hardware Interpolation of Scalar Color Values
Continuous tonal result images can be generated on most surface topology representations, as long as these
surfaces can be projected into the pixel space of a graphics display. In practice, however, these surfaces are
generally divided into polygons, and graphics hardware polygon shading capabilities are often used to
interpolate the color across the polygons. Because graphics hardware often breaks polygons into triangles for
shading and rendering, there is an important possible inaccuracy which can occur when sending polygons
with four or more vertices to such hardware. Since each triangle is rendered independently, the order of
triangulation makes a difference in the distribution of color, as in Figure 4.14.
When results are computed on polygons with four or more vertices, such a triangulation will still produce
correct results across element boundaries and vertices. To produce a more accurate and consistent result
within the elements themselves, they can be subdivided into a more regular pattern of triangles, or into
sub-polygons based on the color distribution within the element.
Figure 4.14 Effect of triangulation on rendering a result polygon. Note that point A will be a shade of orange
(RGB = (0.25, 0.75, 0.0)) in the first case, and a shade of cyan (RGB = (0.0, 0.5, 0.5)) in the second case.
4.4 Three-Dimensional Scalar Fields
As with one-dimensional and two-dimensional scalar fields, one can idealize the display of a
three-dimensional scalar field using discrete symbols at specific locations in space, or use techniques which
show the overall variation of the field.
One requirement unique to the display of a three-dimensional scalar field is the need to see information which
is not on the exterior visible surfaces of the field. This means that the techniques which work for displaying
lower-order fields often display confusing or obscured information in 3-D, and, in the limit, the display of a
continous volume field only reveals its outside surfaces.
As a result, numerous techniques have been specifically developed in recent years for displaying volume
scalar fields. While many of these methods can be generalized to lower dimensions, they share the common
denominator of operating on discrete volume components to produce comprehensible imagery of a 3-D state
of behavior.
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