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 lead rendering programmer at WB Games Montréal.

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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