---
title: "Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look"
authors: ["Colin Barré-Brisebois", "Marc Bouchard"]
year: 2011
venue: "GDC / GPU Pro 2"
arxiv: null
doi: null
source: "https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/"
topics: [subsurface-scattering]
seed_rank: 1334
seed_batch: "sss-translucent-2026-08-25"
reviewed: "2026-08-25"
pool: "graphics"
relevance_score: 7
lineage: subsurface-scattering
cites:
  - title: "Pre-Integrated Skin Shading"
    url: "https://doi.org/10.1201/b11325-9"
    year: 2011
    arxiv: null
    doi: "10.1201/b11325-9"
see:
  - "1320-pre-integrated-skin-shading"
---

# Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look

## One-sentence takeaway

Frostbite inverted-AO translucency; games without TSD.

## Problem

Predecessor chain Cheap transmission approx. This paper's job: Frostbite inverted-AO translucency; games without TSD.

## Design

Frostbite inverted-AO translucency; games without TSD. Lineage: Cheap transmission approx.

## Evidence

GDC / GPU Pro 2 2011. no DOI — use the source URL. Frostbite inverted-AO translucency; games without TSD.

## Limitations

Real-time approximation. Misses off-screen lighting and thick-part transport. Not a replacement for path-traced SSS.

## Implications for Broadside

Anoptic has a forward+ mesh renderer and is betting on FMM+RC 3D GI. Skin is the first character-appearance hole: translucent dermis, not another BRDF lobe. Do not claim Anoptic already has SSS.

## Bottom line

Mint this 2011 GDC / GPU Pro 2 paper. Frostbite inverted-AO translucency; games without TSD.

## Links

- Source: https://colinbarrebrisebois.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/
