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…
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