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

by colinbb on Mar 06, 2011

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Presentation from Game Developers Conference 2011 (GDC2011), presented by Colin Barre-Brisebois and Marc Bouchard. A rendering technique for real-time translucency rendering, implemented in DICE's Fros...

Presentation from Game Developers Conference 2011 (GDC2011), presented by Colin Barre-Brisebois and Marc Bouchard. A rendering technique for real-time translucency rendering, implemented in DICE's Frostbite 2 engine, featured in Battlefield 3.

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translucency rendering battlefield 3 real-time subsurface frostbite 2 xbox playstation scattering gdc

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  • colinbb colinbb Video for slide 5 available here: http://www.youtube.com/watch?v=t7Qw05BUuss 1 year ago Reply
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Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Cheap and Convincing Subsurface-Scattering Look — Webinar Transcript