The standard antialiasing techniques within commercial graphics hardware are unsatisfactory for simulations involving targets at long ranges, e.g., that for imaging IR weapons. In this case, due to the presence of high-spatial-frequency components beyond the Nyquist frequency, the resulting scenes will contain aliasing and scintillation artifacts. Custom antialiasing techniques (that operate by supersampling) have been devised to deal with this; for example, zoom antialiasing and the corrected supersampling and scaling derivative. An alternative technique in which the target is prefiltered, shown to be equivalent to 3-D blurring of target objects at the vertex level, is described. An analysis of antialiasing performance is provided together with example imagery.