This paper will examine hypertexture rendering techniques and will demonstrate how volume data sets may be adapted in order for hypertexture to be applied. Details are given of a conversion process for implicit functions and complex objects, such as CT data and triangular meshes, into suitable volume data. Hypertexture is applied to these objects and example renderings include the UNC CThead, a chess piece, a tank and a dodecahedron. Additional information is given about defining soft objects, defining density modulation functions, ray marching and controlling hypertexture, so that results presented here can be reproduced.
Ken Perlin, Eric M. Hoffert