That presentation was for the Unreal Engine though, not Frostbite...
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True.
However, the math for hair rendering and penalties depending on math choices are the same. That is, real time rendering of hair lighting can make brutal demands on the GPU, depending on the quality you wish to project.
Unreal or Frostbite have to go through similar processes to render hair. He was able to use modified algorithms with constants to approximate what the hair strand should look like when light is shined on it. His approximations wasn't bad either, from the reference.
I have a better appreciation for these guys.
If you go back to Ryder's hair, Bio took a blocky approach, rather than a more granular one. It makes sense, if the target hardware is "weak". I'm sure ME:A will have Med, High and Ultra for hair shading. Though I hope the studio can avoid plastic looking barbie hair.