The document discusses a presentation by Colin Barré-Brisebois and Marc Bouchard at GDC 2011 on approximating translucency for real-time rendering in games. It outlines techniques for achieving convincing subsurface scattering effects without heavy computational costs, detailing methods for computing local thickness and managing data at runtime. The approach aims to improve visual fidelity in game graphics while offering scalable performance, making it artist-friendly and efficient.