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GPU-based raycasting has emerged as the defacto standard for interactive volume rendering on off-the-shelf graphics hardware. Even though in theory this technique can be easily extended by shadow feelers in order to support shadows, this obvious approach has a major impact on the rendering performance. In this paper the authors investigate shadowing extensions for GPU-based volume raycasting and compare them with respect to their quality and their performance. In particular, they consider shadow rays, shadow mapping and deep shadow maps. For these techniques they address their implementations using current graphics boards, and they compare their visual results as well as their runtime behavior.