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We present a novel technique for real-timely rendering translucent objects. Our technique is mainly based on translucent shadow maps with a new adaptive sampling strategy. In this sampling strategy, the hierarchy levels and positions for sampling are selected according to the size of target object. By our optimization, less storage in the texture is required than that in previous methods. Compared with previous methods, our technique provide a way to choose the proper sampling pattern and is applicable for a wider range of object sizes. With the implementation on GPU, the presented technique is able to render translucent objects in animated scenes where lights and material parameters vary real-timely without any lengthy preprocessing.