   Real-time volumetric rendering techniques
  I'm keen to get an overview of how volumetric objects can be represented and rendered on reasonably modern but non-specialist hardware. Things like voxel rendering, solid-bodies, etc - and also how to actually have data-structures that describe complex volumetric shapes. I'm not looking specifically at any one approach like voxels or solid-bodies, but in general.Any information is welcome, from links, to techniques I can use as search terms, to  screenshots/discussion of your own projects.I imagine that these days it's very shader-oriented, is that correct?Thanks for any help, I look forward to an enlightening discussion!   
  The best technique still seems to be...http://developer.download.nvidia.com/books/gpu_gems_3/samples/gems3_ch30.pdfCurious if anyone is aware of anything 'better'.   ;  *doublepost   ;  The book Real-Time Volume Graphics is an excellent resource. You can find it on Amazon here.The course note on which the book is based are also freely available on the books website, so you can get a lot of information without even buying the book.   ;  2nd the Real-time Volume Graphics book.There are also courses at SIGGRAPH and Eurographics given by the authors:SIGGRAPH 2006Eurographics 2006Nvidia has an opensource sparse voxel-octree renderer: here.   ;  The book looks good but it's getting on for $100 in the UK. The PDFs are interesting but a little limited.Using slices is fairly obvious, but how would you actually represent a solid 3D body in a more 'real' way that it could also be used in collision detection and so on?   