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!:)

13 thoughts on “GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look

  1. 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?

      1. Thank you for the link, could you elaborate on why most of the talks don’t have audio? (Yours is actually the only one with audio on the first page.)

        Who decides if the audio gets put online, and why does/doesn’t it in the various cases?

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