Bitter, IngmarKaufman, ArieA. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneider2014-02-062014-02-0619970-89791-961-01727-3471https://doi.org/10.2312/EGGH/EGGH97/121-129Ray-slice-sweeping is a plane sweep algorithm for volume rendering, The compositing buffer sweeps through the volume and combines the accumulated image with the new slice of just-projected voxels. The image combination is guided by sight rays from the view point through every voxel of the new slice. Cube-4L is a volume rendering architecture which employs a ray-slice-sweeping algorithm. It improves the Cube-4 architecture in three ways. First, during perspective projection all voxels of the dataset contribute to the rendering. Second, it computes gradients at the voxel positions which improves accuracy and allows a more compact implementation, Third, Cube-AL has less control overhead than Cube-4.A Ray-Slice-Sweep Volume Rendering Engine