Chapter 16. Real-Time Approximations to Subsurface Scattering

Simon Green NVIDIA

Most shading models used in real-time graphics today consider the interaction of light only at the surface of an object. In the real world, however, many objects are slightly translucent: light enters their surface, is scattered around inside the material, and then exits the surface, potentially at a different point from where it entered.

Much research has been devoted to producing efficient and accurate models of subsurface light transport. Although completely physically accurate simulations of subsurface scattering are out of the reach of current graphics hardware, it is possible to approximate much of the visual appearance of this effect in real time. This chapter ...

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