Real-time Separable Subsurface Scattering for animated virtual characters

Papanikolaou, P., Papagiannakis, G., “Real-time Separable Subsurface Scattering for animated virtual characters”, in Yiyu Cai, Simon See and Nadia Thalmann (editors), GPU Computing and Applications, Springer, June 2014 (expected), also presented in 2013 Symposium on GPU Computing and Applications by NTU and NVIDIA, Singapore, 2013 [PDF]


In this paper, we present our real-time, GPU accelerated Separable Subsurface Scattering method for interactive, Skeletal-based deformable an- imated virtual characters. Our Screen Space implementation is based on state-of-the-art methods and we propose specific algorithmic and implemen- tation extensions so that these can be employed in real-time virtual charac- ters. We have created a physically-principled real-time rendering framework, which features a series of rendering effects based on widely available open-source tools such as Open Scene Graph, C++ and GLSL so that it can be easily integrated in modern rendering engines and scene graphs via commodity graphics h/w.

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