Rendering Semitransparent Layered Media
In this project we are going to implement the algorithm presented at “Rendering Semitransparent Layered Media” [Oat2006]. Modern graphics hardware provides the capability to apply many texture layers onto a single surface. However, simply alpha blending many textures onto a surface does not give the appearance of surface depth that one would expect from semitransparent surface layers. Normal mapping, transparency masking, offset mapping and image filtering are combined in this method to produce realistic looking layered surfaces.
The method presented in the paper achieves the look of a volumetric material by exploiting several perceptual cues, based on depth and illumination, while combining multiple material layers on the surface of an otherwise non-volumetric, multi-textured surface such as the human heart shown in the first page. Multiple implementation strategies are suggested that allow for different trade-offs to be made between visual quality and runtime performance and we are going to investigate which one works best for our implementation.
You can download the design doc here