Thanks for the reply. I actually don’t want to downsample the volume.
I tried to use partitions inside vtkOpenGLGPUVolumeRayCastMapper, but it slowed down the rendering a lot. Better approach for me was to split the volume into blocks on the CPU and then use vtkMultiBlockVolumeMapper.
My question would be, is there any vtk data structure that would load memory not contiguously, but strided, so that I wouldn’t have to split the volume in memory? Also any additional optimizations regarding this approach?