Pre-integrated deferred subsurface scattering
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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.
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