Using Marching Square to render iso-contour for 2D slice.
Using Marching Cube to render iso-value for 3D slice.
Volume Visualization
Using GPU ray-casting techniques in fragment shaders.
Using GPU isosurface ray-casting in fragment shaders.
Back and front buffers to derive ray direction and entry.
Maximum Intensity Projection and Opacity Property Integrals.
Switching among pre-defined transfer functions.