
II
Rendering
Real-time rendering is an exciting field in part because of how rapidly it evolves
and advances to meet the ever-rising demands of game developers and game
players. In this section we introduce new techniques that will be interesting and
beneficial to both hobbyists and experts alike—these are technologies you can
expect to find in the very latest real-time rendering engines.
The first article in the rendering section is “Practical Planar Reflections Using
Cubemaps and Image Proxies,” by S´ebastien Lagarde and Antoine Zanuttini.
This article discusses a very fast and efficient system for approximating dynamic
glossy and specular reflections on