"Glass" is a volume and image manipulation program I've written for a class in Computer Visualization at Stony Brook university. The program is accelerated greatly by the GPU, using a combination of fragment_program2 programs.
Features:
My initial implementation of the volume renderer (left hand side) ray casted the volume's bounding box, sampling at every point within it. The resulting product had a very slow drawing rate, often below 10 frames per second.
As a final, I optimized the ray casting using a technique detailed by Warren Leung, Neophytos Neophytou, and Klaus Mueller in the following paper:
This technique allows so that only points within a bounding surface of a particular user-specified density are traversed and sampled, instead of those within the entire bounding box. The optimization achieved speed-ups of 4 to 8 times, restoring near-fluid real-time interaction with the volume while maintaining true ray tracing with dynamic lighting. The speedup is demonstrated in the back/to/back footage shown above.
Papers of a similar vein can be found here:
Klaus Mueller's Volvis Research Page