Separable Subsurface Scattering - Unofficial talk by Károly Zsolnai

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Separable Subsurface Scattering - a novel technique for real-time subsurface light transport calculations for computer games by Activision-Blizzard. This technique can render translucent objects such as human skin, marble, milk, plant leaves in real time on commodity hardware.

The paper was published in Computer Graphics Forum (CGF) in 2015 and was presented at the Eurographics Symposium on Rendering (EGSR) in 2015. Let us know if you have any questions regarding this work and we'll be happy to assist you!

Project webpage:
http://cg.tuwien.ac.at/~zsolnai/gfx/separable-subsurface-scattering-with-activision-blizzard/

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