I ran across this the other day and was fairly impressed by it. It's a real time subsurface scattering demo implemented in software (entirely CPU dependant). I got 6-8FPS on a PIII 600, and I'm guessing an Athlon XP or newer P4 could get the "minimum" 30FPS at least in the small demo, if not the large.
http://www.flipcode.com/cgi-bin/msg.cgi?showThread=11-19-2002&forum=iotd&id=-1
Perhaps of more interest to the forum, the author mentions he is contemplating porting it to DirectX 9 to take advantage of hardware acceleration. Considering how relatively slow SSS implementations have been in the past (ex. Photon Mapping), I thought a real time implimentation was fairly impressive, and a hardware accelerated version will be even more so.
Just thought some might be interested in seeing this. Back to lurkdom...
- JavaJones
http://www.flipcode.com/cgi-bin/msg.cgi?showThread=11-19-2002&forum=iotd&id=-1
Perhaps of more interest to the forum, the author mentions he is contemplating porting it to DirectX 9 to take advantage of hardware acceleration. Considering how relatively slow SSS implementations have been in the past (ex. Photon Mapping), I thought a real time implimentation was fairly impressive, and a hardware accelerated version will be even more so.
Just thought some might be interested in seeing this. Back to lurkdom...
- JavaJones