{"id":8468,"date":"2015-02-01T09:32:45","date_gmt":"2015-02-01T09:32:45","guid":{"rendered":"https:\/\/voxelvid.com\/?p=8468"},"modified":"2025-11-19T18:40:58","modified_gmt":"2025-11-19T18:40:58","slug":"separable-subsurface-scattering-unofficial-talk-by-karoly-zsolnai","status":"publish","type":"post","link":"https:\/\/voxelvid.com\/?p=8468","title":{"rendered":"Separable Subsurface Scattering &#8211; Unofficial talk by K\u00e1roly Zsolnai"},"content":{"rendered":"<p>Separable Subsurface Scattering &#8211; a novel technique for real-time subsurface light transport calculations for computer games by Activision-Blizzard.  This technique can render translucent objects such as human skin, marble, milk, plant leaves in real time on commodity hardware.<\/p>\n<p>The paper was published in Computer Graphics Forum (CGF) in 2015 and was presented at the Eurographics Symposium on Rendering (EGSR) in 2015. Let us know if you have any questions regarding this work and we&#8217;ll be happy to assist you!<\/p>\n<p>Project webpage:<br \/>\nhttp:\/\/cg.tuwien.ac.at\/~zsolnai\/gfx\/separable-subsurface-scattering-with-activision-blizzard\/<\/p>\n<p>Subscribe \u2192 http:\/\/www.youtube.com\/subscription_center?add_user=keeroyz<br \/>\nWeb \u2192 https:\/\/cg.tuwien.ac.at\/~zsolnai\/<br \/>\nTwitter \u2192 https:\/\/twitter.com\/karoly_zsolnai<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Separable Subsurface Scattering &#8211; a novel technique for real-time subsurface light transport calculations for computer games by Activision-Blizzard. This technique can render translucent objects such as human skin, marble, milk, plant leaves in real time on commodity hardware. The paper was published in Computer Graphics Forum (CGF) in 2015 and was presented at the Eurographics [&hellip;]<\/p>\n","protected":false},"author":0,"featured_media":8469,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"video","meta":{"yasr_overall_rating":0,"yasr_post_is_review":"","yasr_auto_insert_disabled":"","yasr_review_type":"","footnotes":""},"categories":[23],"tags":[2843,2856,2854,2855,2844,2851,2853,2737,2847,2845,2846,2848,2819,2849,2852,2850,2736],"class_list":["post-8468","post","type-post","status-publish","format-video","has-post-thumbnail","hentry","category-ai_tech","tag-activision-blizzard-video-game-developer","tag-activision-sss","tag-activision-subsurface","tag-blizzard-subsurface","tag-games","tag-graphics","tag-real-time-subsurface-scattering","tag-rendering","tag-scattering","tag-separable-subsurface-scattering","tag-seperable-subsurface-scattering","tag-subsurface","tag-subsurface-scattering","tag-subsurface-scattering-blender","tag-subsurface-scattering-explained","tag-subsurface-scattering-tutorial","tag-vienna-university-of-technology-college-university","post_format-post-format-video"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.4 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Separable Subsurface Scattering - Unofficial talk by K\u00e1roly Zsolnai - voxelvid<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/voxelvid.com\/?p=8468\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Separable Subsurface Scattering - Unofficial talk by K\u00e1roly Zsolnai - voxelvid\" \/>\n<meta property=\"og:description\" content=\"Separable Subsurface Scattering &#8211; a novel technique for real-time subsurface light transport calculations for computer games by Activision-Blizzard. 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