Research Article
Subsurface Scattering-Based Object Rendering Techniques for Real-Time Smartphone Games
Table 2
GPU running times.
| GPU USAGE (ms) | Sampled frame (30f) | BSSRDF | BRDF | Our method |
| 1 | 0.179 | 0.146 | 0.111 | 2 | 0.153 | 0.148 | 0.109 | 3 | 0.174 | 0.133 | 0.113 | 4 | 0.181 | 0.137 | 0.114 | 5 | 0.175 | 0.144 | 0.112 | 6 | 0.165 | 0.155 | 0.109 | 7 | 0.174 | 0.14 | 0.115 | 8 | 0.182 | 0.159 | 0.109 | 9 | 0.184 | 0.115 | 0.133 | 10 | 0.217 | 0.158 | 0.122 |
| Average | 0.1784 | 0.1435 | 0.1147 |
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