Lately, someone at work has pointed out the approximation of translucency Marc Bouchard and I developed back at EA , which ended up in DICE’s Frostbite engine  (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.
Continue reading “Approximating Translucency Revisited – With “Simplified” Spherical Gaussian Exponentiation”