Anyone know of any good sources of info on GLSL implementations of subsurface scattering/translucency effects? I’ve been looking at the GPU gems examples here http://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch16.html
but it all gets a bit vague when it starts to talk about the depth-map based approach.
I’ve managed to create a depth-map, but I’m a bit stumped when it comes to the bit about how to use it to calculate penetration-depth. Maybe someone has come up with a GLSL-based method…
thanks for getting back to me!
I think it’s just GPU Gems 1 that’s currently available free online. I might invest in some of the other ones in the series at some point though.
I’m trying to do realtime stuff, so the ray-tracing method might not be the best way to go, I fear. Having said that, I did manage to get a simple ray-tracing isosurface rendered working (based on Tebjan Halm’s version of Keenan Crane’s Quaternion Julia raytracer). I think the method used there was technically ray-casting, though, since ray refraction and reflection weren’t taken into account.
That’s why I’ve been thinking about the depthmap method. I’m not looking for complete photo-realism, just something like this