About the Authors
Khashayar Arman
Khashayar
Arman received his Master of Science degree with Honor in
2006 from
the Budapest University of Technology and Economics and is currently
employed
as an IT Associate at Morgan Stanley UK. In his spare time, he enjoys
working
on computer graphics related algorithms and techniques. His favorite
research
interests are real-time rendering and shader programming.
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.
Rui Bastos
Rui Bastos
is a member of the GPU architecture group at NVIDIA, where he has
contributed
to the design of GeForce chips since 1999. He
received a Ph.D. (1999) and an M.S. (1997) in
computer science from
the University of North Carolina at Chapel Hill, and an M.S. in
computer
science (1992) and a B.S. in physics (1988) from the Federal University
of Rio
Grande do Sul (Brazil).
Maxime
Beaudoin
Maxime
Beaudoin is a 3D graphics programmer at Ubisoft Quebec studio, Canada.
He
started to learn real-time 3D graphics by himself in 2001 and received
his B.S.
degree in computer science in 2003. Since 2005, he has been working for
Ubisoft
during the day and developing his own next-gen game engine with some
friends
during his free time.
Kristof Beets
Kristof is
Business Development Manager for POWERVR Graphics in the Business
Development
Group at Imagination Technologies. Previously, he worked as a
development
engineer on SDKs and tools for both PC and mobile products as a member
of the
POWERVR Developer Relations Team. Kristof has a first degree in
electrical
engineering and a master's degree in artificial intelligence, both from
the
University of Leuven, Belgium. Previous articles and tutorials have
been
published in ShaderX2 & ShaderX5, ARM IQ Magazine, and online by
the
Khronos Group, Beyond3D and 3Dfx Interactive.
Ken Catterall
Ken
graduated from the University of Toronto in 2005 as a specialist in
software
engineering, where he developed an interest in computer graphics.
Subsequently
he has been working as a member of Imagination Technologies' Business
Relations
team as a Developer Engineer. Ken has worked on a wide range of 3D
demos for Imagination's
POWERVR Insider ecosystem program as well as supporting Imaginations
network of
developer partners.
Joăo Luiz
Dihl Comba
Joăo Luiz
Dihl Comba received a B.Sc. degree in computer science from the Federal University of Rio Grande do Sul, Brazil, an
M.Sc. degree in
computer science from the Federal University of Rio de Janeiro, Brazil,
and a
Ph.D. degree in computer science from Stanford University. He is an
associate
professor of computer science at the Federal University of Rio Grande
do Sul,
Brazil. His main research interests are in graphics, visualization,
spatial
data structures, and applied computational geometry. His current
projects
include the development of algorithms for large-scale scientific
visualization,
data structures for point-based modeling and rendering, and
general-purpose
computing using graphics hardware. He is a member of the ACM Siggraph.
Keszegh Csaba
Csaba
finished his studies at Eötvös Loránd University Faculty of
Informatics. Now he
works for Kishonti Informatics, as senior programmer.
His main
work area includes 3D engine design, and porting the native benchmarks
to
different mobile platforms. He also has experience in image
compression, and
shader programming.
Jonathan
Feldstein
Jonathan
Feldstein is a graduate from the University of Waterloo. He has
subsequently
worked for a large Toronto studio on several computer animated
television
projects, the movie Silent Hill, and a variety of production tools.
Jonathan
has most recently made the transition over to mobile game development
as a part
of the AMD Imageon SDK team.
Markus Giegl
Markus
holds a Master in Theoretical Physics and recently earned a Ph.D. in
Computer
Graphics in parallel to his work as Community Manager in an EU project.
He
loves anything that challenges his creativity and has, amongst others,
worked
as game developer, database architect, cartoon book author, designer
and
inventor. He lives in Austria in the world’s 3rd most livable city,
together
with his wife and 3 year old son. If you live in NY, feel free to drop
him a
line.
Holger Gruen
Holger
ventured into 3D real-time graphics writing fast software rasterizers.
Since
then he has held research and development positions in the games and
the
simulation industry. He got into developer relations pretty recently
and now
works for AMD’s graphics products group. Holger, his wife, and his four
kids
live close to Munich near the Alps.
Tze-Yui Ho
Tze-Yui Ho
received the Master degree in electronic engineering
from City University of Hong Kong in 2007. He is currently a PhD
student in the
Department of Electronic Engineering, City University of Hong Kong. His
research interests include global illumination algorithms and GPU
programming.
He has several years GPU programming experience.
Szabolcs
Horváth
Szabolcs
is a member of the GLBenchmark group working for
Kishonti Informatics. He implements graphics effects and his area of
specialty
is shader programming. During his graduation at Eötvös Loránd
University
Faculty of Informatics he researched digital image processing and got
experienced in geographic information systems.
Laszlo
Kishonti
Laszlo is
founder and CEO of Kishonti Informatics, the
leading mobile benchmarking company based in Budapest, Hungary. Hi is
involved
in performance analytics and optimizations of 3D benchmarks and data
compression for mobile devices. Before launching his company, Laszlo
worked
several years in the securities industry, pricing, investing and
benchmarking
fixed income and derivative instruments.
Jerome Ko
Jerome Ko
completed his undergraduate studies at the University of California,
San Diego
in 2007 with a degree in Mathematics - Computer Science. He is now
currently
working as a software engineer at Bunkspeed, focusing mostly on
computer
graphics. His current interests include realistic and real-time
rendering.
Manny Ko
Manny Ko
got his undergraduate and graduate education at Stanford University. He
is at
Naughty Dog doing mostly global illumination related work for the PS3.
Previously he worked for Adobe, Multigen and Pixar.
Jesse
Laeuchli
Jesse is a
software developer at ESRI in Redlands, California, working on 3D GIS
software. His articles have appeared in
Game Programming Gems 2, Graphics Programming Methods, ShaderX2,
ShaderX3, and
More OpenGL Game Programming. He graduated from The University of Notre
Dame,
and has lived overseas for much of his life in countries such as the
Central
African Republic, Hungary, China, Saudi Arabia, and Taiwan.
Chi-Sing
Leung
Chi Sing
Leung is currently an Associate Professor in the Department of
Electronic
Engineering, City University of Hong Kong. His
research interests include neural computing,
global illumination
algorithms and GPU programming. He has
published over 60 international journal papers. In
2005, he received the 2005 IEEE Transactions on
Multimedia Prize
Paper Award for his paper titled, “The Plenoptic Illumination
Function'”
published in 2002. His research interests include global illumination
algorithms and GPU programming.
Sylvain
Lefebvre
Sylvain
completed his
PhD in 2004 at INRIA Rhône-Alpes (France), under the supervision of
Fabrice
Neyret. He then joined Microsoft Research as a postdoc and worked with
Hugues
Hoppe on real-time texture synthesis and texturing. In 2006 he joined
INRIA
Sophia-Antipolis (France) as a full-time researcher. His main interests
are in
automated content creation and compact data structures for interactive
applications. In his spare time, Sylvain enjoys developing small
pointless
games (http://www.aracknea.net).
Jörn Loviscach
Jörn
Loviscach is a professor of computer graphics, animation, and
simulation at
Hochschule Bremen, a University of Applied Sciences. He has authored
and
co-authored numerous academic and not-so-academic publications on
computer
graphics and on techniques for human-computer interaction.
Jonathan Maďm
Jonathan
Maďm is a Ph.D student at VRlab at the Swiss Federal Institute of
Technology in
Lausanne (EPFL). In April 2005, he receives a Master Degree in Computer
Science
from EPFL after achieving his Master Project at the University of
Montreal. His
research efforts are concentrated on real-time crowd rendering,
animation, and
system architecture.
Morgan McGuire
Morgan
McGuire is an Assistant Professor of Computer Science at Williams
College and
games industry consultant on titles including Titan Quest (2006),
ROBLOX
(2005), and Zen of Sudoku (2006). His research interests are game
design
and techniques that merge real-time computer vision and 3D rendering.
Frank Nielsen
Frank
Nielsen is a researcher of Sony Computer
Science Laboratories and Professor at Ecole Polytechnique (LIX). He prepared and received his
Ph. D. in computational geometry at INRIA
/University of Nice (France) in 1996. His research interests include
computational information geometry, vision, graphics, optimization and
learning.
Frank wrote numerous scientific journal and conference papers, and blogs at http://blog.informationgeometry.org
Anders Nivfors
Anders
Nivfors received a BSc degree in computer science from Kalmar
University,
Sweden and a MSc in computer science from Uppsala University, Sweden.
He works
now at EA DICE as a tools programmer.
Christopher
Oat
Christopher
Oat is a member of AMD's Game Computing Applications Group where he is
the
technical lead for the group's demo team. In this role, he focuses on
the
development of cutting-edge rendering techniques for the latest
graphics
platforms. Christopher has published several articles in the ShaderX
and Game
Programming Gems series and has presented his work at graphics and game
developer conferences around the world.
Damyan Pepper
Damyan
Pepper has worked at Black Rock Studio since 2000 as a programmer on
the MotoGP
series. He's been involved in developing
Black Rock's proprietary modelling and texturing package, Tomcat. He's currently the lead engine programmer on
Black Rock's first release since becoming part of Disney Interactive
Studios.
Emil Persson
Emil is a
game developer working for Avalanche Studios. Previously Emil spent
three years
at ATI working as an ISV Engineer assisting the world's top game
developers
with optimizations and taking advantage of the latest hardware
features. Emil
also had a pivotal role in providing sample applications and technical
papers
for the ATI Radeon SDK. As a side project Emil writes demo applications
for his
site www.humus.ca showing interesting techniques, tricks or just plain
eye-candy.
Maurice
Ribble
Maurice
Ribble is a software engineer on the handheld 3D group at AMD where he
works on
OpenGL ES 2.0 drivers for handheld GPUs. Over
the past six years Maurice had worked on the
desktop OpenGL driver
team and the applications research group at AMD. He
received a BS in Computer Engineering at
Milwaukee School of Engineering in 2001.
Pawel
Rohleder
Pawel is
interested in computer graphics and game programming since he was born
:). He
started programming games professionally in 2002, received a master's
degree in
computer science at Wroclaw University of Technology in 2004 and works
since
2006 as a 3D graphics programmer at Techland. He is a PhD student in
computer
graphics (at Wroclaw University of Technology, since 2004).
Vlad Stamate
Vlad
Stamate works in the R&D department of SCEA, leading the GPU
performance
analysis software team for the PLAYSTATION 3 console. Previous to that
he
worked as an engineer for Imagination Technologies taking part in
developing
OpenGL Linux drivers. He graduated Summa Cum Laudae from the Richmond
University London in 2001. He spends most of his time researching
graphics
algorithms that apply to modern graphics and central processing
hardware
ranging from PCs to Next Generation consoles. He is also known to spend
thinking cycles on game search algorithms like Chess. Vlad has
published
articles in the Shader X series of books (specifically in ShaderX3 and
ShaderX
4) and presented at Game Developers Conference in 2007 (as part of a
full-day
tutorial).
László Szécsi
László
Szécsi is an assistant professor at the Budapest University of
Technology and
Economics. He is lecturing on computer graphics, game development, GPU
programming and object-oriented programming. His research interests
include
interactive global illumination rendering and procedural geometry
modelling.
László
Szirmay-Kalos
László
Szirmay-Kalos is the head of Department of Control Engineering and
Information
Technology at the Budapest University of Technology and Economics in
Hungary.
His
research interests include Monte Carlo global illumination algorithms
and GPU
based photorealistic image synthesis. He is the author of several books
and
more than a hundred papers in this field. He has been responsible for
illumination methods in the GameTools project and leads distributed GPU
based
visualization research in cooperation with HP.
Daniel Thalmann
Daniel
Thalmann is Professor and Director of The Virtual Reality Lab (VRlab)
at EPFL,
Switzerland. He is a pioneer in research on Virtual Humans. He is
coeditor-in-chief
of the Journal of Computer Animation and Virtual Worlds, and member of
the
editorial board of 5 other journals. Daniel Thalmann has published
numerous
scientific papers. He is coauthor of several books including "Crowd
Simulation", published by Springer in October 2007. He received an
Honorary Doctorate from University Paul-Sabatier in Toulouse, France,
in 2003.
Nicolas
Thibieroz
Nicolas
Thibieroz is part of the European Developer Relations team at ATI
Technologies.
As a kid he started programming on Commodore 64 and Amstrad CPC before
moving
on to the PC world, where he realised the potential of real-time 3D
graphics
while playing Ultima Underworld. After
obtaining a BEng of Electronic Engineering in 1996 he joined PowerVR
Technologies where he occupied the role of Developer Relations Manager,
supporting game developers on a variety of platforms and contributing
to SDK
content. His current position at ATI involves helping developers
optimize the
performance of their games and educating them about the advanced
features found
in cutting-edge graphic hardware.
Rafael P.
Torchelsen
Rafael P.
Torchelsen is a Ph.D. student at the Federal University of Rio Grande
do Sul
(UFRGS), Brazil, has a B.S in computer science from Catholic University
of
Pelotas and a M.S. in computer graphics from University of Vale do Rio
dos
Sinos (UNISINOS). He worked in game engine development in several games
in the
Southlogic company. Research interests include geometric algorithms,
GPUs and
game programming.
Michal
Valient
Michal
Valient works as a senior technology programmer at Guerrilla where he
works on
many aspects of the Killzone 2 rendering engine. Prior to joining the
team in
Amsterdam he worked as a senior programmer and lead and developed
shader based
real-time rendering engine for Caligari trueSpace7. His interests
include
almost any aspect of light transfer, shadows and parallel processing
and he wrote
several graphics papers published in ShaderX books and conference
journals
during his PhD studies in Slovakia.
Liang Wan
Liang Wan
received her Ph.D. in computer science from the Chinese University of
Hong
Kong. She is currently a Research Fellow at the City University of Hong
Kong. Liang
created the example programs for all her research projects, including
graphics
and computer vision-related topics. She spoke at GDC2007 and wrote the
article
“Real-time environment mapping with equal solid-angle spherical
quad-map”
published in ShaderX4.
Mikey Wetzel
Mikey
has a long
history with graphics APIs and sample code, starting back 12 years ago.
Originally hired by Microsoft to work on the Talisman™ project, he soon
became
the “samples” guy writing most of the old school Direct3D™ samples,
training
polygonal dolphins to swim in endless circles on computer monitors
everywhere.
After shipping DXSDK™ versions 6, 7, and 8, Mikey moved onto the Xbox™
and Xbox
360™ teams where he still wrote samples and became somewhat of a
globe-trotting
expert on graphics and shader performance optimization. In his latest
role, he
now works for AMD on the team bringing a mobile derivative of the Xbox
360
graphics core to a cell phone near you.
Tien-Tsin
Wong
Tien-Tsin
Wong is a professor in the Department of Computer
Science & Engineering
in the Chinese University of
Hong Kong (CUHK). He has been programming for the last 19
years,
including
writing
publicly available codes/libraries/demos/toolkit
(check
his homepage) and codes for all his graphics research. He works on GPU
techniques,
rendering, image-based relighting,
natural phenomenon modeling, computerized
manga, and multimedia data compression. He is a
SIGGRAPH
author. He received
the
"IEEE Transaction on Multimedia Prize Paper
Award
2005" and "CUHK Young Researcher Award 2004".
Jonathan
Zarge
Jonathan
is a member of AMD's 3D Graphics Products Group and
is currently leading the developer performance tools effort. Jonathan's
extensive background ranges from computer vision to graphics research
to 3D
data visualization; his work on polygon decimation has been published
in the
proceedings of ACM SIGGRAPH and he has presented at Game Developers
Conferences
all around the world. He has an engineering degree from the University
of
Pennsylvania and a Masters of Engineering degree from Rensselaer
Polytechnic
Institute.
Jason Zink
Jason
Zink is an
electrical engineer currently working in the automotive industry. He is
working
towards a M.S. in Computer Science, and has a received a B.S. in
Electrical
Engineering. He has been writing software for about 8 years in various
fields
such as industrial controls, embedded computing, business applications,
automotive communication systems, and most recently game development
with a
great interest in graphics programming. He
spends his spare time improving his multimedia
engine and looking for
ways to use it to make other applications more useful and interesting.
Matthias Zwicker
Matthias
Zwicker is an Assistant Professor in Computer Science and Engineering
at the
University of California, San Diego. He earned his Ph.D. in computer
science
from the Federal Institute of Technology (ETH) in Zurich, Switzerland,
in 2003.
Prior to joining UCSD he was a post-doctoral associate at the the
Massachusetts
Institute of Technology.
|