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Volume rendering
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===Splatting=== {{main|Gaussian splatting}} This is a technique which trades quality for speed. Here, every volume element is [[Texture splatting|splatted]], as Lee Westover said, like a snow ball, on to the viewing surface in back to front order. These splats are rendered as disks whose properties (color and transparency) vary diametrically in normal ([[Gaussian distribution|Gaussian]]) manner. Flat disks and those with other kinds of property distribution are also used depending on the application.<ref name=splatting>{{cite web|last=Westover|first=Lee Alan|title=SPLATTING: A Parallel, Feed-Forward Volume Rendering Algorithm|url=http://www.cs.unc.edu/techreports/91-029.pdf|archive-url=https://web.archive.org/web/20140222005427/http://www.cs.unc.edu/techreports/91-029.pdf|url-status=dead|archive-date=February 22, 2014|access-date=28 June 2012|date=July 1991}}</ref><ref name=fastsplat>{{cite web|last=Huang|first=Jian|title=Splatting|url=http://web.eecs.utk.edu/~huangj/CS594S02/splatting.ppt|access-date=5 August 2011|format=PPT|date=Spring 2002}}</ref>
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