This is my Realtime SSS skin Demo. It is using Translucent Shadow Maps(TSM) to calculate the Subsurface Scattering for every vertex, via the Vertex Texture Fetch(VTF) technology of Shader Model 3.0.
In computer graphics, a bidirectional reflectance distribution function (BRDF) is used to model light reflectance properties at a surface, and is defined as the ratio of the radiance (incident light) ...
Very quick tutorial. using Subsurface Scattering to simulate translucent materials that scatter light as it passes through. Thanks for watching ...