On his GeForce GTX 580-equipped machine Jimenez was able to run the demo at a mean of 112.5 frames per second
In addition to releasing video, Jimenez has made an executable real-time demo and source code available
With his "separable subsurface scattering", graphics researcher Jorge Jimenez may just have cracked the problem of rendering realistic human skin in real-time on consumer-level hardware
The code is based wholly on original research using DirectX 10
If the principles are applied to games in the near future, it may be that the results are significantly watered down
Graphics researcher Jorge Jimenez has cracked the problem of rendering what he calls "ultra realistic skin" in real-time with consumer-level computer and graphics hardware. It's a breakthrough made possible by the process of separable subsurface scattering (SSS) which quickly renders the translucent properties of skin and its effect on light in two post-processing passes. The code is based wholly on original research using DirectX 10. Jimenez describes the achievement as the result of hours of "research, desperation, excitement, happiness, pride, sadness and extreme dedication."
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