Slicing planes for 3D textures in game engine


I have a 3D texture that I would like to volume render in Blender’s game engine. Specifically, it’s a 3D texture that represents light distributions in participating media, like light shining through a window in a dusty room.

I currently have implemented a low quality renderer in OpenGL, but I’m attracted to the potential of using Blender’s game engine, but I’m not sure if it’s capable of doing what I need it to.

I’d like to be able to create a stack of 2D planes that are linked to the camera such that they rotate so they are always facing the camera, like this except as the camera moves in the game engine the rotation would track the camera position:

Also, those 2D planes need to intersect a 3D texture whose UV coordinates are determined by the planes’ global coordinates as they rotate to face the camera.

Has anybody done this before, or has suggestions on where to start learning? I’ve gone through a few tutorials for getting some simple motion done in the game engine, but haven’t really been able to find any advanced stuff about 3D textures or advanced dynamic object rotation/positioning.

Thanks for any help!

By the way, here’s the effect as currently seen from my lousy OpenGL renderer: