Pre-integrated deferred subsurface scattering

Related Work  Real-time texture-space diffusion methods [d’Eon and Luebke 2007] achieve high visual quality but not high performance or scalability.  Screen-space subsurface scattering techniques [Jimenez and Gutierrez 2010] are more scalable but use a lot of memory, are expensive, and produce halo artifacts.  Pre-integrated skin scattering methods [Penner and Borshukov 2011] are high quality and fast but cannot be easily applied to a deferred renderer.