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ShaderX6
- Advanced Rendering Techniques
About
the Section Editors (in alphabetical
order)
Wessam
Bahnassi
Wessam has been working in computer graphics and game
development for over 8 years now, concentrating on 3D engine and
pipeline tools
development. At In|Framez, he lead the development team for several
games
and real-time demos. He has many contributions and publications in
graphics and programming in general, and has been a Microsoft Most
Valuable
Professional (MVP) for DirectX technologies for 5 years and until now.
Currently, he works at Electronics Arts Montreal, doing console and PC
graphics
and game programming for some of EA's great titles.
Carsten
Dachsbacher
Carsten Dachsbacher received his MSc (Diplom) degree in
computer science and his PhD degree in computer graphics, both from the
University of Erlangen-Nuremberg, Germany. He was post-doctoral fellow
at
REVES/INRIA Sophia Antipolis, France, within a Marie-Curie Fellowship.
Since
October 2007 he is assistant professor at VISUS (Institute for
Visualization),
University of Stuttgart, Germany. His research focuses on real-time,
hardware-assisted
computer graphics, interactive global illumination, perceptual
rendering and
procedural models.
Willem
de Boer
Willem is a computer graphics consultant and director at
Botticelli Consulting Limited, and was previously a member of staff at
Microsoft
Research in Cambridge, England, where he worked on projects in computer
vision
and machine learning. Before that, Willem worked in the games industry
as a
programmer specialising in real-time graphics and audio. His homepage
can be
found at http://www.whdeboer.com .
Wolfgang
Engel
Wolfgang Engel is a senior graphics programmer in the
core technology group of Rockstar. He is the editor of the ShaderX
series and
the author of Programming Vertex and Pixel Shaders. He is speaking at
conferences world-wide and teaches at several Universities.
Wolfgang is a Microsoft Most Valuable Professional DirectX since July
2006.
Tom
Forsyth
Tom Forsyth has been obsessed by 3D graphics since seeing
Elite on his ZX Spectrum. Since then he has always tried to make
hardware beg
for mercy. Tom has written triangle-drawing routines on the Spectrum,
Sinclair
QL, Atari ST , Sega 32X, Saturn, Dreamcast, PC, GamePark32 and XBox,
and he's
getting quite good at them now. Tom's coding past includes writing
curved-surface stuff for Sega and graphics drivers for 3Dlabs.
Currently he
works in Guildford at Muckyfoot Productions, where past projects are
Urban
Chaos, StarTopia and Blade II.
Kenneth
Hurley
Kenneth has worked for notable game and technology companies
such as Electronic Arts and Intel, and most recently was a senior
engineer at
NVIDIA Corporation. While there, he participated in the XBOX hardware
and
numerous video games including Tiger Woods Golf. Kenneth has been a
consultant
for several Silicon Valley companies and worked with the United States
government on the latest military equipment, including the highly
acclaimed
Land Warrior. Kenneth's passion and experience for the gaming industry
is what
brings him to the helm of Signature Devices. With over 20 years of
experience,
this is Kenneth's second start-up as an independent developer, giving
him
perspective and a strong understanding of the demands of running an up
and
coming development company. He has contributed to best selling computer
books
on 3-D graphics and he is a requested speaker at conventions and
workshops
around the country. Kenneth received his Bachelor of Science degree in
computer
science from the University of Maryland.
Sebastien
St-Laurent
Sebastien St-Laurent holds a degree in Computer
Engineering from Sherbrooke University in Quebec (Canada) where he
graduated at
top of his class in 1999. Since then, he worked on many video game
titles
including: Space Invaders, Dave Mira Freestyle BMX, Dave Mira Freestyle
BMX2,
Aggressive Inline, BMX XXX. Sebastien is now currently employed with
the
Microsoft Corporation where he is a graphics developer for the
Microsoft Game
Studios. Sebastien St-Laurent is also a
published author who has written "Shaders for Game Programmers and
Artists" and "The COMPLETE Effect and HLSL Guide".
Natalya
Tatarchuk
Natalya Tatarchuk is a senior member of technical staff
and a technical lead in the Game Computing Application Group under the
Emerging
Technologies and Applications group at AMD Graphics Products division.
There
she pushes GPU boundaries investigating innovative graphics techniques
and
creating striking interactive renderings. In the past she led the
creation of
the state-of-the-art realistic rendering of city environments in ATI
demo
“ToyShop” and has been the lead for the tools group at ATI Research.
Natalya
has been in the graphics industry for years, having previously worked
on haptic
3D modeling software, scientific visualization libraries, among others.
She has
published multiple papers in various computer graphics conference and
articles
in technical book series such as ShaderX and Game Programming Gems, and
has
presented talks at Siggraph and at Game Developers Conferences
worldwide, amongst
others. Natalya holds BAs in Computers Science and Mathematics from
Boston
University.
Matthias
Wloka
Matthias Wloka is a Senior Graphics Engineer in the
Technology Group at Visual Concepts, where he contributes to the 2K
Sports series of
games. His primary responsibility is to enhance a game's look via
advanced shading techniques,
such as the unique players’ sweat technology as featured in the
national TV commercial
“Sweat” for NBA 2K6. Prior to Visual Concepts, Matthias was a
member of NVIDIA’s Technical
Developer Relations team, a Chief Technologist at GameFX/THQ, Inc., and
a Computer
Scientist at Fraunhofer CRCG. He
received a M.Sc in computer science from Brown University, and a
B.Sc from Christian Albrechts University in Kiel, Germany.
Matthias has contributed to multiple
conferences such as GDC, Microsoft’s Meltdown events, and Eurographics,
and
is the author of multiple articles about real-time 3D graphics.
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