I am looking to render a volume using a stack of 2D images, such as MRI data, and possibly generate a mesh from that data. Methods I have looked into for volume rendering with Ray Marching typically result in a volume not calculated in world space. I would need the object to render in World Space with other meshes woven in the semi-transparent volume, meaning setting a static render layer would not solve this to my knowledge.
Would it be possible to analyze the 2D image stack and create a mesh / detailed voxel mesh from the RGBA data, given the layer spacing?
Any information on techniques that would guide me towards an answer such as in-depth how-to for ray-marching for world-space rendering in Unity or efficient 3D mesh rendering from 2D image stacks would be greatly appreciated (the mesh generation does not need to be done at run-time on a build but the mesh would need to be saved out).
I apologize for ignorance on the details of the methods used to accomplish what I want to do and the terminology in advance but I am trying to explain in depth what I am trying to accomplish.
Thank you!