Approximating Translucency Revisited – With “Simplified” Spherical Gaussian Exponentiation

Lately, someone at work has pointed out the approximation of translucency Marc Bouchard and I developed back at EA [1], which ended up in DICE’s Frostbite engine [2] (aka The Battlefield 3 Engine). Wanting to know more, we started browsing the slides one by one and revisiting the technique. Looking at the HLSL, an optimization came to my mind, which I’ll end up discussing in this post. In case you missed the technique, here’s a few cool screenshots made by Marc, as well as tips & tricks regarding implementing the technique and generating the inverted ambient-occlusion/thickness map. See the references for additional links.

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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! 🙂