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Author here.

It's approximation of subsurface scattering, modeled by combination of multiple Gaussian blurs done in texture space (there are 4 blur layers plus original normal mapped Blinn-Phong layer).

If you are interested in details, it's basically a simplified implementation of Nvidia's advanced skin rendering presented at GDC 2007:

http://developer.download.nvidia.com/presentations/2007/gdc/...




This is awesome! Are you able to implement the physically based specular term and still have acceptable performance?

You'll need the precomputed Beckmann distribution in a texture: http://developer.nvidia.com/node/171


Maybe. I didn't get yet to play with specular term, current one is just vanilla Phong.

There should be still some performance margin left, I tried to tune it to keep 60 fps on my notebook.


And it's done, if you clear cache and reload, it should be using physically based specular term.

Visual difference is quite subtle - skin feels more "silky" and ears are more shiny.

No noticeable degradation of performance.


Is there a review of the state of the art in skin rendering somewhere? Maybe I'm wrong, but wasn't it concluded several years ago that for realistic skin we would have no option but to use multi layer subsurface scattering? (honest question, I seem to remember that the last time I read about this around 2007-2008 the consensus had just about converged to that conclusion).




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