Disney
The Order1886. PBR 2013
Acitivions Blizzard
- "Separable Subsurface Scattering" 2015
- " Next-Generation Character Rendering" GDC2013
- "Separable Subsurface Scattering and Photorealistic Eyes Rendering" SIGGRAPH 2012
- "Real-Time Realistic Skin Translucency" 2010
- "Skin Microstructure Deformation with Displacement Map Convolution" SIGGRAPH 2015
- "Screen-Space Perceptual Rendering of Human Skin" GPU Pro
- "TEASING OUR REAL-TIME SKIN RENDERING ADVANCES" 2011
- "THE DAY HAS COME" 2012
Pre-Integrated Skin Shading
- "Pre-Integrated Skin Shading" SIGGRAPH 2011
- "Pre-Integrated Skin Shading" Eric Penner and George Borshukov. GPU Pro 2
- "Deep Down" Skin shader
- "Pre-Integrated Skin Shading" Simon's Tech Blog
- "Mathematica and Skin Rendering" kenpex
- "Advanced Skin Shading with FaceWorks" GTC2014 NVidia
- "In-depth: Skin shading in Unity3D" 2011
- "Pre-Integrated Skin Shader for Unity3D"
Digital series
Epic games
- Subsurface shading model
- The Technology behind the Unreal Engine 4 Elemental Demo
- "The Technology Behind the DirectX 11 Unreal Engine Samaritan Demo" GDC2011
Crytek
EA DICE
- "Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look" GDC 2011
John Hable
- "Next-Gen Characters: From Facial Scans to Facial Animation" GDC 2014
Arnold
- Arnold for Maya : Skin
- "Guide to Rendering Realistic Skin"
- Skin Gallery
RenderMan
- PxrSkin
- Give Me Some Skin
- Improved Subsurface Scattering 2013
- Subsurface Scattering
- "Translucency and Subsurface Scattering" 2013
- "Implementing a Skin BSSRDF (or Several)" 2003
Vray
- VRaySkinMtl
- VRayFastSSS2
- Ray Traced SSS
- VRayMtl
- "Applying VRayFastSSS2 material to our CG head"
3Delight
Destiny
- "MYTHIC SCIENCE FICTION IN REAL-TIME: DESTINY RENDERING ENGINE" SIGGRAPH 2013
Naughty Dog
- "Uncharted 2: Character Lighting and Shading" SIGGRAPH 2010
- "Skin Rendering by Pseudo{Separable Cross Bilateral Filtering"
Marmoset Toolbag2
- Tutorial: Character Setup
- Tutorial: Skin shader
Hyunwoo Ki
- "Real-Time Subsurface Scattering using Shadow Maps" Hyunwoo Ki
Metal Gear Solid Ⅴ GDC2013
- Hideo Kojima reveals Metal Gear Solid V at GDC 2013 HD
Agni's Philosophy
- [SQEXOC 2012]リアルタイムレンダリングデモ「Agni's Philosophy」に用いられた最新グラフィックス技術の全容を見る(前編)
John Hable
- 3D Face Scanning in LA
- "Uncharted 2: Character Lighting and Shading" SIGGRAPH 2010
GPU Gems
Others
- Royalty Free - "Infinite" Face Capture
Journey SIGGRAPH 2012
- "Dynamic Sand Simulation and Rendering in Journey"
Until Dawn
- Digital Foundry vs Until Dawn