This paper by Carr et al. describes a method for computing subsurface scattering on the GPU. They use a multi-resolution meshed atlas and modern GPU programmability to devise a real-time GPU algorithm that can render semi-transparent objects with diffuse subsurface-scattered illumination under dynamic lighting and viewing conditions. (GPU Algorithms for Radiosity and Subsurface Scattering. Nathan A. Carr, Jesse D. Hall, and John C. Hart. Proceedings of Graphics Hardware 2003, July 2003.)