Real Time Separable Subsurface Scattering

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  02 February 2012
Real Time Separable Subsurface Scattering


Jorge Jimenez shows The latest and final advances on real-time skin rendering (Separable Subsurface Scattering), which enables to quickly render skin in just two post-processing passes. Everything is written from scratch using DirectX 10 and rendered in real-time, from the skin to the film grain
The main idea behind the new separable SSS approach is that you can get very similar results to the full 12-pass approach ([Eon07]) by just using a regular two-pass setup. It can be done in screen space and is really really fast

Watch video here: http://www.cgrecord.net/2012/02/rea...subsurface.html
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  02 February 2012
Direct link to Jorge's post - http://www.iryoku.com/separable-sss-released
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  02 February 2012
Got the demo running right now, wow impressive stuff, the Texture resolution is off the chart would love to know how many FPS and what texture res he uses in there...
 
  02 February 2012
Impressive work Jorge! It's amazing, no crits.

Congratulations!
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  02 February 2012
I'd love to see this broken down in a paper, because going through the code isn't providing me with the necessary insight, coming from a non-realtime background.
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This should take less than a few minutes.
 
  08 August 2012
Does anyone know if there is a version of this out there where we can import our own models?
 
  08 August 2012
Read the article.
You can either run the demo (it's a demo, not a user centric application), or you can download the source code and hack in whatever you feel like provided you have the skills, knowledge and inclination to, which for just replacing the source model wouldn't be the same extent required to actually figure out the algorithmic and implementation side of things.

That's it.
Jorge has abandoned this branch of development over 6 months ago after proving what he had to prove, it's not a software he'll sell or anything, it was a sandbox and a cool experiment.
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  08 August 2012
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