subsurface-scattering
There are 16 repositories under subsurface-scattering topic.
CustomPhase/CP_SSSSS
Naive screen-space subsurface scattering solution for Unity 5.
apilola/tension-tools
The project contents contain the code necessary to calculate tension data on inside Unity Shaders. It also contains some other tools like the nodes required to re-create the "Skin" material that you see in the showcase above. The following implementation will work with Rigged Geometry as well as BlendShapes/MorphTargets.
AlerianEmperor/LuxRenderer
Powerful Path Tracing Engine For Realistic Rendering
luxuia/separable-sss-unity
Separable Subsurface Scattering is a technique that allows to efficiently perform subsurface scattering calculations in screen space in just two passes.
DoerriesT/Separable-Subsurface-Scattering-Demo
Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0
MircoWerner/ReSTIR-SSS
Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)
JohannesDeml/Unity-Human-Skin-Shader-PC
A realistic & physically based human skin shader
ACskyline/vksssss
A screen space sub-surface scattering demo implemented with vulkan api
michead/vk_renderer
Vulkan implementations of Subsurface Scattering and Ambient Occlusion
RoaldFre/mitsuba-ALVRL-fwddip
Fork of the Mitsuba renderer containing reference implementations of: (1) Adaptive Lightslice for Virtual Ray Lights, (2) the Forward Scattering Dipole model.
Saggre/raymarch-engine
A game engine that renders primitive objects by utilizing raymarching
edu-rinaldi/Volumetric-Path-Tracer
Volumetric and implicit surfaces (SDF) pathtracer implementation built on top of Yocto/GL.
Vulpinii/skin-texture
Procedural skin texture with subsurface scattering and god rays post-process effect.
lpiekarski/path-tracer-in-plain-javascript
Path tracer written in JS
iaomw/GLAB
Play with C++ OpenGL
spock-the-wizard/shapeAdaptiveIR
Code for paper "Inverse Rendering of Translucent Objects using Shape-adaptive Importance Sampling" (PG 2024)