Subsurface Scattering (SSS) is an effect that is important for the visual appearance of materials,
which do not completely reflect light at the surface but are to some extend translucent,
such as marble, wax or human skin. Since this effect can be quite time consuming to compute it is often neglected in rendering for computer games. However, recent developments have made it possible to render SSS in real-time and possibly in VR.
Fast approximations algorithms have made it possible to render this effect in AAA games. And one recent paper (Link) on this topic is called "Separable Subsurface Scattering". Furthermore, with the release of several VR-Headsets like the HTC Vive or Oculus Rift, well-known game engines are staring to natively support VR rendering.
It is therefore quite interesting to investigate the applicability of current state-of-the-art real-time SSS algorithms for rendering in VR, which poses increased performance and quality constraints.
- Implement the technique called "Separable Subsurface Scattering" in Unity or Unreal Engine 4.
- Evaluate the applicability for VR (performance and quality).
- Knowledge of English language (source code comments and final report should be in English)
- Knowledge of C# or C++, depending on used engine.
- Nice to have - Basic knowledge of SSS, Unity or UE4 (can be obtained during the project)