Volume ray casting is based on sampling the data along sight rays. In this technique, reconstruction is achieved by a convolution, which collects the contribution of multiple voxels to one sample point. Splatting, on the other hand, is based on projecting data points onto the screen. Here, reconstruction is implemented by an "inverted convolution" where the contribution of one data element is distributed to many sample points (i.e., pixels). Splatting produces images of a quality comparable to raycasting but at greater speeds. This is achieved by precomputing the projection footprint that the interpolation kernel leaves on the image plane. However, while fast incremental schemes can be utilized for orthographic projection, perspective projection complicates the mapping of the footprints and is therefore rather slow. In this paper, we merge the technique of splatting with principles of raycasting to yield a raydriven splatting approach. We imagine splats as being suspended in...