Mixed volume rendering and surface representation of segmentation has incorrect 3D appearance if segment is not fully opaque

GPU ray casting should work well with depth peeling and usually it is also magnitudes faster than CPU ray casting.

If you use a step-function-like scalar opacity transfer function in the volume renderer (as you do in the attached screenshot) then you may just as well apply the same threshold range in segment editor to create an opaque surface mesh. You can then visualize everything without the need for volume rendering.

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