Activision’s Technique For Real-time Subsurface Light Transport Calculations Showcased & Explained

Karoly Zsolnai has shared two videos in which he showcases and explains the benefits of Separable Subsurface Scattering. In case you’re wondering, SSSS is a novel technique for real-time subsurface light transport calculations for video-games by Activision-Blizzard. This technique was used in Activision’s next-gen characters, and hopefully will be further used in the latest games. Enjoy!

22 thoughts on “Activision’s Technique For Real-time Subsurface Light Transport Calculations Showcased & Explained”

    1. For some moments i had trouble telling the difference between a real face and the ones used in AW. They look fantastic.

        1. Its not optimized its just very undemanding. Its not pushing anything its average graphics. It should run on anything!

          1. AW’s graphics are above average

            average graphics would be CS:GO or Left 4 Dead 2

            AW is using many advanced rendering algorithms for lighting and shading

          2. Not true it has some impressive effects on par with next gen games but yeah most of it is cod. For some reason ghosts runs better than AW, i dont know why but it stutters like crazy.

          3. pfttttt good luck with that. Cant be done with the new tomb raider being releases on x360 and xbone.

          4. It can be done if the developer puts the work in. Tomb raider looks great at 2.5k maxed out

  1. This stuff was originally created by the same guy who made SMAA, in case you were wondering.

    He took a job at activision since.

  2. COD:AW had great facial graphics, unfortunately it was all it had, worst COD game ever atleast COD:Ghosts had 4 player Extinction mode that was fun as hell!

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