---
title: "Implementing a Skin BSSRDF (or Several...)"
authors: ["Christophe Hery"]
year: 2003
venue: "SIGGRAPH Course 9: RenderMan"
arxiv: null
doi: "10.1145/1198555.1198584"
source: "https://doi.org/10.1145/1198555.1198584"
topics: [subsurface-scattering]
seed_rank: 1311
seed_batch: "sss-translucent-2026-08-25"
reviewed: "2026-08-25"
pool: "graphics"
relevance_score: 8
lineage: subsurface-scattering
cites:
  - title: "The Rendering Equation"
    url: "https://doi.org/10.1145/15922.15902"
    year: 1986
    arxiv: null
    doi: "10.1145/15922.15902"
  - title: "A Rapid Hierarchical Rendering Technique for Translucent Materials"
    url: "https://doi.org/10.1145/566570.566619"
    year: 2002
    arxiv: null
    doi: "10.1145/566570.566619"
see:
  - "152-the-rendering-equation"
  - "1256-a-rapid-hierarchical-rendering-technique-for-translucent-materials"
---

# Implementing a Skin BSSRDF (or Several...)

## One-sentence takeaway

The production skin-BSSRDF implementation writeup.

## Problem

Predecessor chain JB02 → Hery course → every studio skin. This paper's job: The production skin-BSSRDF implementation writeup.

## Design

The production skin-BSSRDF implementation writeup. Lineage: JB02 → Hery course → every studio skin.

## Evidence

SIGGRAPH Course 9: RenderMan 2003. DOI `10.1145/1198555.1198584`. The production skin-BSSRDF implementation writeup.

## Limitations

Talk or course notes, not a full TOG derivation. Use the PDF/DOI in Links; do not invent a journal version.

## Implications for Broadside

Anoptic has a forward+ mesh renderer and is betting on FMM+RC 3D GI. Skin is the first character-appearance hole: translucent dermis, not another BRDF lobe. Do not claim Anoptic already has SSS.

## Bottom line

Mint this 2003 SIGGRAPH Course 9: RenderMan paper. The production skin-BSSRDF implementation writeup.

## Links

- DOI: [10.1145/1198555.1198584](https://doi.org/10.1145/1198555.1198584)
