This document summarizes Eric Penner's presentation on pre-integrated skin shading. It discusses advances in real-time subsurface scattering techniques for games. Penner presents an approach called pre-integrated skin shading that bakes subsurface scattering into textures to avoid costly blur passes. This is done by pre-integrating scattering based on surface curvature, normal maps, and shadows to account for different types of incident light gradients on skin. Results show it provides skin rendering quality comparable to more expensive techniques like texture space diffusion with better performance.