Research Article

Subsurface Scattering-Based Object Rendering Techniques for Real-Time Smartphone Games

Table 2

GPU running times.

GPU USAGE (ms)
Sampled frame (30f)BSSRDFBRDFOur method

10.1790.1460.111
20.1530.1480.109
30.1740.1330.113
40.1810.1370.114
50.1750.1440.112
60.1650.1550.109
70.1740.140.115
80.1820.1590.109
90.1840.1150.133
100.2170.1580.122

Average0.17840.14350.1147