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Copyright 2003 - Guru3D.comChapter #5 - Large Scale Terrain Rendering, it does what it says. A huge deep terrain being rendered with a plethora of techniques used.

Copyright 2003 - Guru3D.com
Chapter #6 - Vertex and Pixel Lighting, Vertex and pixel shader programming allows graphics and game developers to create photorealistic graphics on the PC. And with DirectX, programmers have access to an assembly language interface to the transformation and lighting hardware (vertex shaders) and the pixel pipeline (pixel shaders).

All real-time 3D graphics are built from component triangles. Each of the three vertices of every triangle contains information about its position, color, lighting, texture, and other parameters. This information is used to construct the scene.  The lighting effects used in 3D graphics have a large effect on the quality, realism, and complexity of the graphics, and the amount of computing power used to produce them. It is possible to generate lighting effects in a dynamic, as-you-watch manner. Observe the explosion and the surrounding lighting effects of that exposion.

Copyright 2003 - Guru3D.com
Chapter #7 - 3D Volumetric Fog, The traditional form of fog that is supported by the majority of 3D accelerator cards is applied to the whole scene. Whilst the standard technique has some problems, it would be fine for outdoor scenes such as in flight simulators. But, applying fog to the whole scene can be too much of a limitation. What if you want to simulate ground fog to add atmosphere to a graveyard scene? What if you want to add a steam filled room to your building? These cases require the application of volumetric fog.

Copyright 2003 - Guru3D.com
Chapter #8 - Here the 3D scene is using complex multi-material shaders. The detail is very impressive. Have a look at the 1024x768 screenshot.

Copyright 2003 - Guru3D.com
Chapter #9 - Massive Overdraw, the final Chapter of the test. Here they are processing pixels that will not contribute anything to the final image, rendering hidden pixels is called overdraw. It's basically tresssing the graphics core by making it calculate something you won't see on the screen which will have a huge impact on fillrate.

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