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! 🙂