About the Authors
Arman received his Master of Science degree with Honor in
the Budapest University of Technology and Economics and is currently
as an IT Associate at Morgan Stanley UK. In his spare time, he enjoys
on computer graphics related algorithms and techniques. His favorite
interests are real-time rendering and shader programming.
been working in computer graphics and game development for over 8 years
concentrating on 3D engine and pipeline tools development. At
he lead the development team for several games and real-time
has many contributions and publications in graphics and programming in
and has been a Microsoft Most Valuable Professional (MVP) for DirectX
technologies for 5 years and until now. Currently, he works at
Montreal, doing console and PC graphics and game programming for some
is a member of the GPU architecture group at NVIDIA, where he has
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
science (1992) and a B.S. in physics (1988) from the Federal University
Grande do Sul (Brazil).
Beaudoin is a 3D graphics programmer at Ubisoft Quebec studio, Canada.
started to learn real-time 3D graphics by himself in 2001 and received
degree in computer science in 2003. Since 2005, he has been working for
during the day and developing his own next-gen game engine with some
during his free time.
Business Development Manager for POWERVR Graphics in the Business
Group at Imagination Technologies. Previously, he worked as a
engineer on SDKs and tools for both PC and mobile products as a member
POWERVR Developer Relations Team. Kristof has a first degree in
engineering and a master's degree in artificial intelligence, both from
University of Leuven, Belgium. Previous articles and tutorials have
published in ShaderX2 & ShaderX5, ARM IQ Magazine, and online by
Khronos Group, Beyond3D and 3Dfx Interactive.
graduated from the University of Toronto in 2005 as a specialist in
engineering, where he developed an interest in computer graphics.
he has been working as a member of Imagination Technologies' Business
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
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,
Ph.D. degree in computer science from Stanford University. He is an
professor of computer science at the Federal University of Rio Grande
Brazil. His main research interests are in graphics, visualization,
data structures, and applied computational geometry. His current
include the development of algorithms for large-scale scientific
data structures for point-based modeling and rendering, and
computing using graphics hardware. He is a member of the ACM Siggraph.
finished his studies at Eötvös Loránd University Faculty of
Informatics. Now he
works for Kishonti Informatics, as senior programmer.
work area includes 3D engine design, and porting the native benchmarks
different mobile platforms. He also has experience in image
Feldstein is a graduate from the University of Waterloo. He has
worked for a large Toronto studio on several computer animated
projects, the movie Silent Hill, and a variety of production tools.
has most recently made the transition over to mobile game development
as a part
of the AMD Imageon SDK team.
holds a Master in Theoretical Physics and recently earned a Ph.D. in
Graphics in parallel to his work as Community Manager in an EU project.
loves anything that challenges his creativity and has, amongst others,
as game developer, database architect, cartoon book author, designer
inventor. He lives in Austria in the world’s 3rd most livable city,
with his wife and 3 year old son. If you live in NY, feel free to drop
ventured into 3D real-time graphics writing fast software rasterizers.
then he has held research and development positions in the games and
simulation industry. He got into developer relations pretty recently
works for AMD’s graphics products group. Holger, his wife, and his four
live close to Munich near the Alps.
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
He has several years GPU programming experience.
is a member of the GLBenchmark group working for
Kishonti Informatics. He implements graphics effects and his area of
is shader programming. During his graduation at Eötvös Loránd
Faculty of Informatics he researched digital image processing and got
experienced in geographic information systems.
founder and CEO of Kishonti Informatics, the
leading mobile benchmarking company based in Budapest, Hungary. Hi is
in performance analytics and optimizations of 3D benchmarks and data
compression for mobile devices. Before launching his company, Laszlo
several years in the securities industry, pricing, investing and
fixed income and derivative instruments.
completed his undergraduate studies at the University of California,
in 2007 with a degree in Mathematics - Computer Science. He is now
working as a software engineer at Bunkspeed, focusing mostly on
graphics. His current interests include realistic and real-time
got his undergraduate and graduate education at Stanford University. He
Naughty Dog doing mostly global illumination related work for the PS3.
Previously he worked for Adobe, Multigen and Pixar.
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,
More OpenGL Game Programming. He graduated from The University of Notre
and has lived overseas for much of his life in countries such as the
African Republic, Hungary, China, Saudi Arabia, and Taiwan.
Leung is currently an Associate Professor in the Department of
Engineering, City University of Hong Kong. His
research interests include neural computing,
algorithms and GPU programming. He has
published over 60 international journal papers. In
2005, he received the 2005 IEEE Transactions on
Paper Award for his paper titled, “The Plenoptic Illumination
published in 2002. His research interests include global illumination
algorithms and GPU programming.
PhD in 2004 at INRIA Rhône-Alpes (France), under the supervision of
Neyret. He then joined Microsoft Research as a postdoc and worked with
Hoppe on real-time texture synthesis and texturing. In 2006 he joined
Sophia-Antipolis (France) as a full-time researcher. His main interests
automated content creation and compact data structures for interactive
applications. In his spare time, Sylvain enjoys developing small
Loviscach is a professor of computer graphics, animation, and
Hochschule Bremen, a University of Applied Sciences. He has authored
co-authored numerous academic and not-so-academic publications on
graphics and on techniques for human-computer interaction.
Maďm is a Ph.D student at VRlab at the Swiss Federal Institute of
Lausanne (EPFL). In April 2005, he receives a Master Degree in Computer
from EPFL after achieving his Master Project at the University of
research efforts are concentrated on real-time crowd rendering,
McGuire is an Assistant Professor of Computer Science at Williams
games industry consultant on titles including Titan Quest (2006),
(2005), and Zen of Sudoku (2006). His research interests are game
and techniques that merge real-time computer vision and 3D rendering.
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
Frank wrote numerous scientific journal and conference papers, and blogs at http://blog.informationgeometry.org
Nivfors received a BSc degree in computer science from Kalmar
Sweden and a MSc in computer science from Uppsala University, Sweden.
now at EA DICE as a tools programmer.
Oat is a member of AMD's Game Computing Applications Group where he is
technical lead for the group's demo team. In this role, he focuses on
development of cutting-edge rendering techniques for the latest
platforms. Christopher has published several articles in the ShaderX
Programming Gems series and has presented his work at graphics and game
developer conferences around the world.
Pepper has worked at Black Rock Studio since 2000 as a programmer on
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
Emil is a
game developer working for Avalanche Studios. Previously Emil spent
at ATI working as an ISV Engineer assisting the world's top game
with optimizations and taking advantage of the latest hardware
also had a pivotal role in providing sample applications and technical
for the ATI Radeon SDK. As a side project Emil writes demo applications
site www.humus.ca showing interesting techniques, tricks or just plain
Ribble is a software engineer on the handheld 3D group at AMD where he
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.
interested in computer graphics and game programming since he was born
started programming games professionally in 2002, received a master's
computer science at Wroclaw University of Technology in 2004 and works
2006 as a 3D graphics programmer at Techland. He is a PhD student in
graphics (at Wroclaw University of Technology, since 2004).
Stamate works in the R&D department of SCEA, leading the GPU
analysis software team for the PLAYSTATION 3 console. Previous to that
worked as an engineer for Imagination Technologies taking part in
OpenGL Linux drivers. He graduated Summa Cum Laudae from the Richmond
University London in 2001. He spends most of his time researching
algorithms that apply to modern graphics and central processing
ranging from PCs to Next Generation consoles. He is also known to spend
thinking cycles on game search algorithms like Chess. Vlad has
articles in the Shader X series of books (specifically in ShaderX3 and
4) and presented at Game Developers Conference in 2007 (as part of a
Szécsi is an assistant professor at the Budapest University of
Economics. He is lecturing on computer graphics, game development, GPU
programming and object-oriented programming. His research interests
interactive global illumination rendering and procedural geometry
Szirmay-Kalos is the head of Department of Control Engineering and
Technology at the Budapest University of Technology and Economics in
research interests include Monte Carlo global illumination algorithms
based photorealistic image synthesis. He is the author of several books
more than a hundred papers in this field. He has been responsible for
illumination methods in the GameTools project and leads distributed GPU
visualization research in cooperation with HP.
Thalmann is Professor and Director of The Virtual Reality Lab (VRlab)
Switzerland. He is a pioneer in research on Virtual Humans. He is
of the Journal of Computer Animation and Virtual Worlds, and member of
editorial board of 5 other journals. Daniel Thalmann has published
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,
Thibieroz is part of the European Developer Relations team at ATI
As a kid he started programming on Commodore 64 and Amstrad CPC before
on to the PC world, where he realised the potential of real-time 3D
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
content. His current position at ATI involves helping developers
performance of their games and educating them about the advanced
in cutting-edge graphic hardware.
Torchelsen is a Ph.D. student at the Federal University of Rio Grande
(UFRGS), Brazil, has a B.S in computer science from Catholic University
Pelotas and a M.S. in computer graphics from University of Vale do Rio
Sinos (UNISINOS). He worked in game engine development in several games
Southlogic company. Research interests include geometric algorithms,
Valient works as a senior technology programmer at Guerrilla where he
many aspects of the Killzone 2 rendering engine. Prior to joining the
Amsterdam he worked as a senior programmer and lead and developed
real-time rendering engine for Caligari trueSpace7. His interests
almost any aspect of light transfer, shadows and parallel processing
and he wrote
several graphics papers published in ShaderX books and conference
during his PhD studies in Slovakia.
received her Ph.D. in computer science from the Chinese University of
Kong. She is currently a Research Fellow at the City University of Hong
created the example programs for all her research projects, including
and computer vision-related topics. She spoke at GDC2007 and wrote the
“Real-time environment mapping with equal solid-angle spherical
published in ShaderX4.
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
the “samples” guy writing most of the old school Direct3D™ samples,
polygonal dolphins to swim in endless circles on computer monitors
After shipping DXSDK™ versions 6, 7, and 8, Mikey moved onto the Xbox™
360™ teams where he still wrote samples and became somewhat of a
expert on graphics and shader performance optimization. In his latest
now works for AMD on the team bringing a mobile derivative of the Xbox
graphics core to a cell phone near you.
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
publicly available codes/libraries/demos/toolkit
his homepage) and codes for all his graphics research. He works on GPU
rendering, image-based relighting,
natural phenomenon modeling, computerized
manga, and multimedia data compression. He is a
author. He received
"IEEE Transaction on Multimedia Prize Paper
2005" and "CUHK Young Researcher Award 2004".
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
data visualization; his work on polygon decimation has been published
proceedings of ACM SIGGRAPH and he has presented at Game Developers
all around the world. He has an engineering degree from the University
Pennsylvania and a Masters of Engineering degree from Rensselaer
Zink is an
electrical engineer currently working in the automotive industry. He is
towards a M.S. in Computer Science, and has a received a B.S. in
Engineering. He has been writing software for about 8 years in various
such as industrial controls, embedded computing, business applications,
automotive communication systems, and most recently game development
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.
Zwicker is an Assistant Professor in Computer Science and Engineering
University of California, San Diego. He earned his Ph.D. in computer
from the Federal Institute of Technology (ETH) in Zurich, Switzerland,
Prior to joining UCSD he was a post-doctoral associate at the the
Institute of Technology.