This document discusses the technical details behind the DirectX 11 Unreal Engine 3 "Samaritan" demo shown at Game Developer Conference 2011. Key techniques discussed include tessellation, rendering hair using alpha to coverage, deferred rendering with multi-sample anti-aliasing, subsurface scattering for skin, image-based reflections using billboards, and depth of field with realistic bokeh shapes. The goal was to showcase new rendering features in real-time on high-end PC hardware and advance techniques for next-generation quality graphics.