Subsurface scattering is an important aspect developers have to take into account when rendering translucent materials like marble, wax or plastic. Several methods have been proposed by researchers to render such material for offline to real-time applications. One of them I find very interesting is the one proposed in the paper "Image Space Subsurface Scattering for Interactive Rendering of Deformable Translucent Objects" in IEEE Computer Graphic and Application. This method uses the dipole diffusion approximation model to compute the subsurface light scattering inside a 3D object. It uses a splatting approach taking advantage of the GPU.
I have implemented this method with some ideas from myself to share it with you :). For instance, I propose an optimization (lower resolution splat buffer) which require to expand the silhouette of object in texture space.
More details, high quality video, source code and executable on my website http://sebastien.hillaire.free.fr.
YouTube video :
Feel free to discuss this method here :)