   Skin and Sub-Surface Scattering
  Alright, so I've been trying to decide on a method to use for implementing SSS in my game engine, with a particular emphasis on skin. Organic environments don't play a huge role in my game, but I may have use for it for thin plastics, maybe cloth and water or even snow. What's the overall best currently available approach to achieving this? LDPRT looks really promising, but unfortunately I, try as I might, am unable to thoroughly understand it to the point of being able to write a decent simulator, with my Calculus I and limited Statistics knowledge (I'm a high school senior at time of writing). I *could* use the integrated DX9(/10?) thingy, but A) I can't find a tutorial anywhere, B) I'd need another method for my Xbox360/OpenGL renderer implementations. Does anyone have any helpful materials, visualizations, relatively easy-to-understand papers on the subject? Any assistance is appreciated! :)   
  80 views and nothing? XD Perhaps I'm not alone in this, lol..   ;  I have also been looking into this topic recently; Its not an easy thing to get working well and understand as youv found out. For general subsurface scattering, I think LDPRT is actually one of the best choices, and is on par in terms of performance with normal PRT (probably faster in some cases). I dont really understand how it works either, but in the DX SDK, there is a sample that shows LDPRT on some kind of flying dinosaur. However, that sample uses kind of a hack, so where you need to look is in the standard PRT example. In addition to showing PRT, it also has code to do the LDPRT. For skin in particular, GPU Gems 3 describes a method by nvidia that looks absolutely spectacular, i could swear i was looking at a real face. Its not the cheapest in terms of performace, but you could probably lower the quality a little to make it faster and it should still look goodHopefully that helped a little; I myself dont really understand how these methods work yet, but Iv looked alot into what they can be used for and how fast they are   