The ﬁeld of real-time rendering is constantly evolving and it can be challenging to
keep up-to-date with the latest tricks and techniques. The goal of the rendering
section is to introduce beginners as well as seasoned graphics programmers to
some of the latest advancements in real-time rendering. These techniques are all
very practical and many can be found in the latest games on the market.
The ﬁrst article in this section is “Practical Elliptical Texture Filtering on
the GPU,” by Pavlos Mavridis and Georgios Papaioannou. This article presents
a useful technique for achieving high quality, shader-based texture ﬁltering on
the GPU. The authors provide a reference implementation that can easily be
integrated into an existing renderer.
The next article is “An Approximation to the Chapman Grazing-Incidence
Function for Atmospheric Scattering,” by Christian Sch¨uler. This article de-
scribes an inexpensive approximation to atmospheric scattering and will be of
particular interest to those interested in physically based, fully dynamic, virtual
environments in which both visual realism and computational eﬃciency are of
The third article in the rendering section is “Volumetric Real-Time Water
and Foam Rendering,” by Daniel Scherzer, Florian Bagar, and Oliver Mattausch.
This article presents a dynamic, multilayered approach for rendering ﬂuids and
foam. This technique is presented in the context of a GPU-based ﬂuid simulation
but is compatible with other forms of ﬂuid simulation as well.
The fourth article in this section is “CryENGINE 3: Three Years of Work in
Review,” by Tiago Sousa, Nick Kasyan, and Nicolas Schulz. This article covers
some of the latest features of a production-proven, highly successful real-time
rendering engine. The authors discuss many cutting-edge topics with an eye on
eﬃciency and scalability. Some of the many techniques they cover include screen-
space methods for reﬂections, character self-shadowing, and eﬃcient stereoscopic
The last article in this section, “Inexpensive Antialiasing of Simple Objects,”
by Mikkel Gjøl and Mark Gjøl, explores the use of discontinuity edge overdraw
for antialiasing simple objects on mobile phones. The essence of this technique is
to render a “smooth” line on top of aliasing primitive edges to cover the aliasing