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ShaderX7 - Advanced Rendering Techniques

Page 667
Article 8.5 "Designing a Renderer for Multiple Lights: The Light Pre-Pass Renderer" has a wrong statement in the second sentence of in the third paragraph. This paragraph and the fourth paragraph need to be replaced by the following paragraph:

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This article will focus on a new renderer design that supports a huge number of lights. It will cover three different renderer design patterns that were used in the game development process in the last eight years to solve this problem: Z pre-pass renderer, deferred renderer, and the new Light Pre-Pass Renderer.
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Color Plates
First Page of Color Plates:
Dynamic weather effects as covered in the article "Dynamic Weather Effects" on page 375. Figures 1 shows Screenshot of the dynamic weather system in Project Gotham Racing 4 for Xbox 360. Different parameters create different types of precipitation; rain in the top picture smoothly blends into snow on the right.

Second Page of Color Plates:
Figure 2 More dynamic weather effects in Project Gotham Racing 4 as covered in the article “Dynamic Weather Effects” on page 375.
Figure 3 Interactive hydraulic erosion as shown in article “Interactive Hydraulic Erosion on the GPU” on page 389.

Third Page of Color Plates:
Figure 4 A scene composed from four layers of material (displayed in different colors) as shown in the article “Interactive Hydraulic Erosion on the GPU” on page 389.
Figure 5 Rain eroding a 2,048x1,024 terrain.

Fourth Page of Color Plates
Figure 6 Terrain rendering. Real-time rendering of terrain with displacement-map-based lighting and procedurally generated snow placement as shown in the article “Dynamic Terrain Rendering on GPUs Using Real-Time Tesselation on page 73.
Figure 7 An interior scene with many materials (including cloth, wood, glass and brass), with a magnification of a syringe on a plate in the inset as shown in the article “An Efficient and Physically Plausible Real-Time Shading Model” on page 175.

Fifth Page of Color Plates
Figure 8 Orientation-aligned bilateral filter: , , . Separable flow-based DoG: , , . Color quantization: , . The filter is described in the article “Real-Time Abstraction by Directed Filtering” on page 285. Original images courtesy http://philip.greenspun.com.

Sixth Page of Color Plates
Figure 9 The images shows a comparison between our implementation of Texture-Space Diffusion as described by d’Eon and Leubke (top) and our optimized implementation (bottom).  This is covered in the article "Fast Skin Shading" on page 161.

Seventh Page of Color Plates
Figure 10 This shows how glass and stone can be achieved on the same texture, with glass shards in the inset. This is another screenshot of the article “An Efficient and Physically Plausible Real-Time Shading Model” on page 175.
Figure 11 Interactive volumetric light shafts and shadows rendered at up to 80 frames per second using our hybrid approach.  The fairy forest uses a white point light, the other two scenes use textured lights where the inset shows the texture used. This technique is covered in the article "A Hybrid Method for Interactive Shadows in Homogeneous Media" on page 331.

Eight Page of Color Plates
Figure 12 This shows how wet and dry can be achieved on the same texture, with an opposite view in the inset. This is another screenshot of the article “An Efficient and Physically Plausible Real-Time Shading Model” on page 175.

© 2001 - 2009 Wolfgang Engel, Carlsbad, CA, USA