Home THE ENGINE GAMES NEWS JOB OPENINGS THE ENGINE GAMES NEWS JOB OPENINGS

Approximating Translucency

for a Fast, Cheap and Convincing Subsurface Scattering Look

GDC 2011

In real-time computer graphics, the interaction of light and matter is often reduced to local reflection described by Bidirectional Reflectance Distribution Functions BRDFs. While this mathematical model is valid for describing surface reflectance of opaque objects, many objects in nature are partly translucent: light travels within the surface. To simulate translucent properties of objects in real-time, such as subsurface scattering in human skin and other surfaces, developers rely on complex and expensive techniques. Conversely, this talk presents a fast and scalable approximation of translucency for a convincing subsurface scattering look which can be implemented on current and next generation video gaming systems.

Colin Barre-Brisebois – GDC 2011 – Approximating Translucency for a Fast, Cheap and Convincing Subsurface-Scattering Look from colinbb

Related News

EA Dev Stories: How passion shapes every player moment

Electronic Arts Inc.
Apr 21, 2026
Go behind the scenes with EA developers bringing authenticity and emotion to our biggest games

Connecting millions of players and fans around the globe with EA Connect

Electronic Arts Inc.
Apr 16, 2026
EA Connect continues to evolve, bringing players and fans together across games, platforms, and communities.

Lewis Hamilton Introduces the Next Generation of EA SPORTS

Electronic Arts Inc.
Apr 7, 2026
Meet the Future of Sport: GEN / EA SPORTS Unveils New Anthem and Athlete