   real-time sub-surface scattering solutions?
  Currently, it is my understanding that realtime sub-surface scattering is done in the form of lighting an unwrapped mesh, reading it back as a texture, blurring the texture by amounts specified in an artist-defined map, and then using that texture as a light-map.My questions are: is this the only real-time solution that doesn't require pre-computation? Are there other variants of which I am not aware? Finally, is it strictly limited to forward rendering? If not, is there any variant that might fit nicely into a deferred renderer?Thanks for any input you can provide.   