Abstract
Real-time rendering of human skin is difficult because of the huge computational effort required to simulate the sub-surface scattering phenomena that occur inside the object. In order to increase rendering efficiency, many games ignore the transmitted light effect of the skin.
Based on the Pre-Integrated Skin Shading method, the angle between the light and the normal and the skin thickness are used as parameters, and the transmitted light effect from the depth map-based Pre-Integrated can be saved in an LUT to read the color values in a look-up table and used as transmitted luminance in the lighting calculation. This improves the calculation speed.