Exploring Real-Time Translucency

As a final-year graphics module at university, I had to work on exploring real-time translucency. The technique I ended up using is based upon Translucent Shadow Maps (TSM). I did, however, cite multiple papers, combining mathematical approaches to find one that works best for me. One paper that was rather useful was Image-Space Subsurface Scattering for Interactive Rendering of Deformable Translucent Objects, as it covered the Rd function rather clearly. Another that was helpful was Interactive Rendering of Translucent Objects; I think that this paper described the detailed mathematics better than TSM. A Practical Model for Subsurface Light Transport is another essential reference.

Below are a series of images of various models with and without translucency in a multi-light environment.