{"id":154,"date":"2012-02-03T08:35:12","date_gmt":"2012-02-03T08:35:12","guid":{"rendered":"http:\/\/lousodrome.net\/blog\/light\/?p=154"},"modified":"2013-02-28T02:48:05","modified_gmt":"2013-02-28T02:48:05","slug":"state-of-the-art-in-real-time-realistic-skin-rendering","status":"publish","type":"post","link":"http:\/\/lousodrome.net\/blog\/light\/2012\/02\/03\/state-of-the-art-in-real-time-realistic-skin-rendering\/","title":{"rendered":"State of the art in real-time realistic skin rendering"},"content":{"rendered":"<p><a href=\"http:\/\/twitter.com\/iryoku1\">Jorge Jimenez<\/a> posted yesterday the last results of his research on skin rendering: <a href=\"http:\/\/www.iryoku.com\/separable-sss-released\">Separable Subsurface Scattering<\/a>. He provides a very impressive real-time demo, which, <a href=\"http:\/\/twitter.com\/guabho\/status\/165056865091338240\">some point out<\/a>, does runs on actual current hardware (it ran, slowly, on my low-end laptop). So even though he provides the following video of it, you should definitely try the <a href=\"http:\/\/www.iryoku.com\/separable-sss\/downloads\/Separable-SSS-DX10-v1.0.exe\">actual binary<\/a>. Oh, and the <a href=\"https:\/\/github.com\/iryoku\/separable-sss\">source code is available<\/a> too. :-)<\/p>\n<p><iframe loading=\"lazy\" src=\"http:\/\/player.vimeo.com\/video\/36048029?title=0&amp;byline=0&amp;portrait=0\" height=\"281\" width=\"500\" frameborder=\"0\"><\/iframe><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Jorge Jimenez posted yesterday the last results of his research on skin rendering: Separable Subsurface Scattering. He provides a very impressive real-time demo, which, some point out, does runs on actual current hardware (it ran, slowly, on my low-end laptop). &hellip; <a href=\"http:\/\/lousodrome.net\/blog\/light\/2012\/02\/03\/state-of-the-art-in-real-time-realistic-skin-rendering\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[17],"tags":[222,34,322,99,97,98],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v20.13 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>State of the art in real-time realistic skin rendering &ndash; Light is beautiful<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"http:\/\/lousodrome.net\/blog\/light\/2012\/02\/03\/state-of-the-art-in-real-time-realistic-skin-rendering\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"State of the art in real-time realistic skin rendering &ndash; Light is beautiful\" \/>\n<meta property=\"og:description\" content=\"Jorge Jimenez posted yesterday the last results of his research on skin rendering: Separable Subsurface Scattering. He provides a very impressive real-time demo, which, some point out, does runs on actual current hardware (it ran, slowly, on my low-end laptop). &hellip; Continue reading &rarr;\" \/>\n<meta property=\"og:url\" content=\"http:\/\/lousodrome.net\/blog\/light\/2012\/02\/03\/state-of-the-art-in-real-time-realistic-skin-rendering\/\" \/>\n<meta property=\"og:site_name\" content=\"Light is beautiful\" \/>\n<meta property=\"article:published_time\" content=\"2012-02-03T08:35:12+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2013-02-28T02:48:05+00:00\" \/>\n<meta name=\"author\" content=\"Julien Guertault\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@Zavie\" \/>\n<meta name=\"twitter:site\" content=\"@Zavie\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Julien Guertault\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2012\/02\/03\/state-of-the-art-in-real-time-realistic-skin-rendering\/#article\",\"isPartOf\":{\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2012\/02\/03\/state-of-the-art-in-real-time-realistic-skin-rendering\/\"},\"author\":{\"name\":\"Julien Guertault\",\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/#\/schema\/person\/a16a2a69d73eca763ffdf125c49eaa2f\"},\"headline\":\"State of the art in real-time realistic skin rendering\",\"datePublished\":\"2012-02-03T08:35:12+00:00\",\"dateModified\":\"2013-02-28T02:48:05+00:00\",\"mainEntityOfPage\":{\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2012\/02\/03\/state-of-the-art-in-real-time-realistic-skin-rendering\/\"},\"wordCount\":75,\"commentCount\":0,\"publisher\":{\"@id\":\"https:\/\/lousodrome.net\/blog\/light\/#\/schema\/person\/a16a2a69d73eca763ffdf125c49eaa2f\"},\"keywords\":[\"face\",\"real-time rendering\",\"research\",\"skin\",\"SSSS\",\"subsurface scattering\"],\"articleSection\":[\"Rendering\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"http:\/\/lousodrome.net\/blog\/light\/2012\/02\/03\/state-of-the-art-in-real-time-realistic-skin-rendering\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"http:\/\/lousodrome.net\/blog\/light\/2012\/02\/03\/state-of-the-art-in-real-time-realistic-skin-rendering\/\",\"url\":\"http:\/\/lousodrome.net\/blog\/light\/2012\/02\/03\/state-of-the-art-in-real-time-realistic-skin-rendering\/\",\"name\":\"State of the art in real-time realistic skin rendering &ndash; 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