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GDC 2011 - Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look

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Uploaded by on Mar 6, 2011

A technique for approximating translucency and subsurface scattering in real-time, featured in the Frostbite 2 engine (DICE, Battlefield 3). A very fast approximation of light transport in translucent homogenous media.

Colin Barre-Brisebois (EA)
Marc Bouchard (EA)

Presented at GDC 2011. Also described in GPU Pro 2:

Barre-Brisebois, Colin and Bouchard, Marc. "Real-Time Approximation of Light Transport in Translucent Homogenous Media", GPU Pro 2, Wolfgang Engel, Ed., Charles River Media.

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Science & Technology

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  • @JigenD

    But they WILL though, for vegetation and human flesh/ skin.

  • can someone please help im trying to look for a trailer showing the night and day transition from battlefield 3. Thank You

  • very very nice. :)

    It is used on BF3 as the leaked video showed. (the clouds.)

  • @KojiAce That doesn't mean they'll actually use it in the game. Not every effect a graphics engine can do is used in any particular game...

  • wow incredible! this is the best and most realistic translucency realtime effect ever

  • @CNCAddict It will be. This lecture concerns their Frostbite 2.0 engine that is being used for Bf3.

  • Stunning work!!! I hope this is in Battlefield 3

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