I made a presentation which outlines the different methods for Volume Rendering, going into detail about Sparse Voxel Octrees ray casting. It gives a good overview on how to tackle the problem of rendering huge datasets.
Keywords: Direct volume rendering, texture mapping, splatting, ray marching, octree, kd-tree, memory management, GPU.
There’s also a PDF version available. If you use these slides somewhere, send me a quick e-mail and/or mention my name in the sources ;)
I’m providing this material because I think this is useful for other people interested in the subject. You won’t find any PhD-critical info, of course.