A method for screen-space voxel ray-casting of scenes on a whole screen, comprising providing a graphics card; rendering seamlessly any one of the following list of primitives containing at least polygons, voxels; using a GPU pipeline of the graphics card for rasterization; rendering of the primitives sorted from front to back; thereby optimizing a 2D pixel fill rate by in case the primitives are voxels, rendering the voxels as discrete points and storing size and shading information into a per-pixel data structure ; storing information about closest primitives into the per-pixel data structure as neighboring 2D pixel data structures ; in case the primitives are polygons, rendering the polygons as continuous surfaces and storing shading information into the per-pixel data structure ; characterized in that the method comprises the step of performing the screen-space voxel ray-casting of scenes on the whole screen by means of the GPU pipeline, thereby selecting intersection candidates from the neighboring 2D pixel data structures ; thereby optimizing the screen space ray-casting of voxels by selecting the intersection candidates using a two-pass convolution screen space kernel of fixed size; and identifying the kernel size per frame, based on the distance to the closest voxel from the camera. providing a graphics card; rendering seamlessly any one of the following list of primitives containing at least polygons, voxels; using a GPU pipeline of the graphics card for rasterization; rendering of the primitives sorted from front to back; thereby optimizing a 2D pixel fill rate by in case the primitives are voxels, rendering the voxels as discrete points and storing size and shading information into a per-pixel data structure ; storing information about closest primitives into the per-pixel data structure as neighboring 2D pixel data structures ; in case the primitives are polygons, rendering the polygons as continuous surfaces and storing shading information into the per-pixel data structure ; thereby optimizing a 2D pixel fill rate by in case the primitives are voxels, rendering the voxels as discrete points and storing size and shading information into a per-pixel data structure ; storing information about closest primitives into the per-pixel data structure as neighboring 2D pixel data structures ; in case the primitives are polygons, rendering the polygons as continuous surfaces and storing shading information into the per-pixel data structure ; in case the primitives are voxels, rendering the voxels as discrete points and storing size and shading information into a per-pixel data structure ; storing information about closest primitives into the per-pixel data structure as neighboring 2D pixel data structures ; in case the primitives are polygons, rendering the polygons as continuous surfaces and storing shading information into the per-pixel data structure ; characterized in that the method comprises the step of performing the screen-space voxel ray-casting of scenes on the whole screen by means of the GPU pipeline, thereby selecting intersection candidates from the neighboring 2D pixel data structures ; thereby optimizing the screen space ray-casting of voxels by selecting the intersection candidates using a two-pass convolution screen space kernel of fixed size; and identifying the kernel size per frame, based on the distance to the closest voxel from the camera. thereby optimizing the screen space ray-casting of voxels by selecting the intersection candidates using a two-pass convolution screen space kernel of fixed size; and identifying the kernel size per frame, based on the distance to the closest voxel from the camera. selecting the intersection candidates using a two-pass convolution screen space kernel of fixed size; and identifying the kernel size per frame, based on the distance to the closest voxel from the camera. <EOS>