This dissertation contributes to the speed and accuracy with which we can perform the geometric and fragment processing for volume rendering. I demonstrate a technique that is fast enough to perform in real time yet accurate. Furthermore, we can use the technique directly on graphics hardware.
I organize the rest of this dissertation as follows. In Chapter 1, I present the model used to describe light transport through a volume and derive equations that compute colors of viewing rays. In Chapter 1, I briefly describe other volume rendering systems and describe how they solve the various problems associated with volume rendering. I then follow by introducing improvements to hardware based cell projection in Chapter 1 and improvements to volume ray integration in Chapter 1. Finally, I present results of the implementation in Chapter 1 and draw conclusions in Chapter 1.