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The Industry's Foundation for High Performance Graphics

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Per pixel subsurface scattering of light using the OpenGL API

In this simple demo aiffuse light component is rendered into lightmap space. Further passed and scattered light is calculated (simple exponent approximation)  on the base of 3D lockup texture (128x128x256). The scene is then rendered using the light map. The demo actively uses dynamic branching so it requires GeForce 6.

May 19, 2005 | Category: Developers


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