Please help me clear up this question I have about the volume ray casting algorithm:
In the wikipedia article (link), it says that "For each sampling point, a gradient of illumination values is computed. These represent the orientation of local surfaces within the volume."
My question is: Why a gradient of illumination values? Why not opacity values? Surely the transition from "stuff" to "no stuff" is more accurately described by changes in opacity.
Consider, for instance, two voxels: [1][2]
. 1 is bright and transparent, and 2 is dark and opaque. In my mind this corresponds to a surface facing left. Am I missing something?