We have just had our paper on real-time subsurface scattering accepted for High-Performance Graphics 2011. The conference takes place August 5-7 in Vancouver. Here you can find a preprint of the paper which is titled SSLPV: Subsurface Light Propagation Volumes. Also we have provided a small demo along with the GLSL shader code.
Realistic Rendering Events How-To and Software ray tracing Medical Applications cuda Information Visualisation GPGPU Physics simulation People OpenGL Graphics on mobile devices simulation CG gpu photonmapping volume rendering surgery ray marching scattering tutorials deformation Tracking information visualization WebGL lego kommuner medical key figures maya denmark nøgletal Job materials municipalities maps procedural finite element models OpenGL next spring mass system hdr ios caustics Zero driver overhead Mantle