<p><it>Abstract—</it>The storage, display, and manipulation of three dimensional volumetrique information requires a large amounts of computing resources, both in terms of memory, and processing power. Most existing serial algorithms that display 3-D objects on a 2-D screen are found to be too slow to process the large amounts of volume data in a reasonable time. Hence, one way to increase the performance of the display algorithm is to process individual volume elements (voxels) in parallel. The first part of this paper presents a brief overview of the linear octree [<ref type="bib" rid="D00796">6</ref>] data structure which represents 3-D objects by an eight-way branching tree, while the second part focusses on the parallel display of such objects. We have shown that, for an object represented by a linear octree and enclosed in a $<tmath>2^n\times2^n\times2^n</tmath>$ universe, the maximum number of voxels that can be processed in parallel is $<tmath>3^n</tmath>$, and the maximum number of time steps required to display such an object is $<tmath>4^n</tmath>$. This paper presents a set of formulae which identify the processing element (PE) as well as the time step in which a given linear octree node is processed. Similarly, a procedure which determines the locational code of a linear octree node which must be processed by a given PE, at some specific time step, is presented, along with a strategy for determining whether a PE is active or idle.</p><p><it>Index Terms—</it>Linear octree, octree, parallel 3-D display, back-to-front projections, volume rendering.</p>