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Figure 3. Direct reslice rendering. For nearest neighbour interpolation up to a maximum distance d, we consider a box of width 2d centred on each B-scan, and calculate the intersection of this box with the reslice plane. Each reslice pixel within the intersection polygon is shaded according to the intensity of the corresponding B-scan pixel. The process is repeated for all the B-scans in the data set, with a z-buffer ensuring that only those B-scans pixels closest to the reslice plane contribute to the final rendering.