We have an extensive experience in the volume rendering field. We have developed applications to implement the state of the art volume renderer. The algorithms implemented include 2D and 3D texture slicing, shear warp, cell projection, marching cubes and marching tetrahedra, ray casting and splatting. All of these were implemented on the GPU from scratch without using any third party library. We have given elaborate details in Chapter 7 of our book (OpenGL Development Cookbook: http://www.packtpub.com/opengl-development-cookbook/book ). The book's source code contains complete implementations of each of the algorithms in Modern OpenGL v 3.3.