Subsurface Scattering

Deferred Subsurface Scattering using Compute Shaders

I’ve recently decided to look into supporting subsurface scattering in my playground rendering engine Helix. It’s not the first time I’ve dabbled in the subject, but not being limited to crappy platforms I could push things a bit further. It’s a well researched and oft written about topic, so I’ve been reluctant to write up…