GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look

As presented at GDC 2011, here’s my (and the legendary Marc Bouchard) talk on our real-time approximation of translucency, featured in the Frostbite 2 engine (used for DICE’s Battlefield 3). These are the slides that we presented, along with audio. Enjoy! :)

 

 

Marc and I would like to thank the following people for their time, reviews and constant support:

For those we managed to meet, we had such a good time with all of you at GDC. Always happy to interact with passionate game developers – this is what makes our industry so great! We hope to see you soon again! :)

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About Colin Barré-Brisebois
Colin Barré-Brisebois (@ZigguratVertigo) is a senior graphics programmer at Warner Brothers Games Montréal. Previously at EA Montréal and DICE, he has worked on games such as Battlefield 3, Army of Two, Need for Speed, Medal of Honor, Skate and Boogie. He has also presented at GDC, SIGGRAPH and has published articles in GPU Pro 2, as well as the ACM. Colin has been interested in graphics and video game development since he began toying with computers in 1989: the BBS days, the demo scene, as well as mod programming.

13 Responses to GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look

  1. Pingback: GDC 2011 | .mischief.mayhem.soap.

  2. Pingback: GDC BF3 Scattering look - Electronic Arts UK Community

  3. Pingback: Slides & Audio from GDC Frostbite Translucency Talk | Battlefield Max

  4. Riley L says:

    Thanks for posting this!

    You wouldn’t happen to know if Daniel Collin’s “Culling the Battlefield Data Oriented Design in Practice” talk is up anywhere with audio would you?

  5. Pingback: And in other PC gaming news… | I like video games. Can you tell?

  6. Sébastien Forté says:

    Basically… You Know… It rocks!

  7. Pingback: Approximating Translucency – Part II (addendum to GDC 2011 talk / GPU Pro 2 article) « ZigguratVertigo's Hideout

  8. Pingback: Subsurface Scattering Volumes – Nick Darnell's Blog

  9. Pingback: Subsurface Scattering Volumes » #AltDevBlogADay

  10. Pingback: First steps with WebGL

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