Separable Subsurface Scattering in Blender
A Separable Subsurface Scattering implementation has recently appeared in Blender! A big shoutout for Ľuboš Lenčo this fine piece of craftsmanship. Click on the image to have a look!
A Separable Subsurface Scattering implementation has recently appeared in Blender! A big shoutout for Ľuboš Lenčo this fine piece of craftsmanship. Click on the image to have a look!
To demonstrate the simplicity of our technique, we have implemented Separable Subsurface Scattering in a less than 4 kilobyte binary executable file. This is the whole thing:
Details are available here. Greetings to elites!
Christian Freude, my first Master’s student has graduated with flying colors. Not many can say that their Master’s thesis work is featured in the news. His thesis is available below, and you can find out more about the project here (code, paper and more). Congratulations Christian!
Our paper, Separable Subsurface Scattering seems to enjoy quite a bit of publicity from all over the world:
– Kotaku (EN),
– DSOGaming (EN),
– EurekAlert! (EN),
– Geeks3D (EN),
– Scientific Computing (EN),
– All of Nothing (EN),
– PC Games Hardware (DE),
– Game Zone (DE),
– Game Contrast (DE),
– Medizin & Technik (DE),
– Area Games (DE),
– TU Wien Press (DE),
– TU Austria (DE),
– Nickles (DE),
– Updatemi (DE),
– hi!tech (DE),
– Doope! (JP),
– Gamer Sky (CN),
– Huanqiu (CN),
– XXKCW (CN),
– Junmii (CN),
– Youxizh (CN),
– 3DM Game (CN),
– Danji 100 (AF),
– Gametech (RU),
– Shazoo (RU),
– BME-VIK (HU),
– index (HU) – headlined
There also seems to be a bit of buzz on twitter (mirror). I am delighted over the fact that so many people enjoy the beauty in the work we all love so much – the thing I want to do every single day of my life. Let me know if you see more!