The rendering of iso-surfaces in a scalar 3D dataset can be performed with a new algorithm, called iso surface volume rendering. This algorithm does not introduce sampling artifacts or artifacts due to triangularization. The risk to skip very small details by insufficient re-sampling is also eliminated. Another advantage is its speed compared to conventional volume rendering. So far we achieved speeds in the order of ten frames per second on advanced CPU's. The multiprocessor implementation of this new algorithm uses a division of the voxel data into multiple cubes. These cubes are the basis for distributing the workload onto several processors. A scheduler process is running to perform the distribution of the workload. During the distribution of the workload the scheduler also eliminates the need to render invisible parts of the dataset. This reduces the part of the dataset which must be processed to one third of the original dataset for typical applications. Another major advantage of the scheduling algorithm is that the communication overhead is reduced by a factor of ten to twenty, which allows for the efficient use of many processors.© (2001) COPYRIGHT SPIE--The International Society for Optical Engineering. Downloading of the abstract is permitted for personal use only.