About the Authors (in alphabetical
order)
Philippe Beaudoin
Philippe recently completed a master thesis in computer graphics at University
of Montreal where he developed algorithms for spreading and rendering
of 3D fire effects. As part of his job as a hardware architect at Matrox
Graphics, he studied and developed various vertex and pixel shader technologies.
He is currently employed at Digital Fiction where he develops games for
various next generation consoles.
Steffen Bendel
Steffen started his career as a game programmer in 1996, when he worked
one year for a company called BlueByte. After that, he studied physics
with specialism in quantum optics at the university in Rostock. While
studying he worked as a freelancer for Massive Development, where he wrote
some parts of the 3D-engine of the underwater game Aquanox.
Chris Brennan
Chris graduated with a BS in Computer Science and another BS in Electrical
Engineering from Worcester Polytechnic Institute in '97 and joined Digital
Equipment Corp's Workstation Graphics group doing hardware design and
verification. When Digital died, Chris joined ATI as a 3D ASIC designer
for the Radeon line of graphics chips and then moved over to their 3D
Application Research Group where he tries to get those chips to do things
that were not originally thought possible.
Dean Calver
Games are fun; I figured that out at age 2 and have spent the following
years working out how to make better games. For the last 5 years people
have even paid me to do it. Having no real preference for console or PC
has meant a mixed career flipping between them for every project. Professionally
I started on a war game, I then did 3 years of racing game followed by
an X-COM style game, then arcade classic updates, currently doing a 3D
graphic adventure.
I still study various subject including optics, mathematics and other
geeky things for fun. This incredibly stupid preoccupation with learning
means that I have been doing exams every year for over half my life (which
is really stupid given I work full time). At least I'll be ready for to
write the first game for a quantum computer.
Drew Card
Drew Card is currently a software engineer in the 3D Application Research
Group at ATI Research where he is focusing on the application of shader
based rendering techniques. He has worked on SDK applications as well
as helping out with the demo engine. Drew is a graduate of the University
of South Carolina. He can be reached at dcard@ati.com.
Wolfgang F.
Engel
Wolfgang is the author of Beginning Direct3D Game Programming and
a co-author of a book called "OS/2 in Team" for which he contributed
the introductory chapters on OpenGL and DIVE.
Wolfgang wrote several articles in German journals on Game Programming
and a lot of online tutorials, that were published on www.gamedev.net
and his own web-site www.direct3d.net. During his career in the game industry
he build up two game development units with 4 and 5 people from scratch,
that published for example six online games for the biggest european TV
show called "Wetten das..?". As a member of the board or as
a CEO in different companies, he was responsible for several game projects.
Ingo Frick
Ingo is co-founder and technical director of Massive Development GmbH.
He has played a leading role in the development of the Krass©-engine,
"Archimedean Dynasty (Schleichfahrt)©" and "AquaNox
©". In the mid-80ies he developed several games (C-64, Amiga,
PC) which were mainly distributed by smaller publishers and magazines.
His first successful commercial product was the conversion of "The
Settlers©" from the Commodore Amiga.
Ingo has a PhD in the area of the numerical simulation of the motion of
granular media.
David Gosselin
Dave is currently a Software Engineer in the 3D Application Research
Group at ATI Research. He is involved in various demo and SDK work focusing
mainly on character animation. Previously he worked at several companies
including Oracle, Spacetec IMC, Xyplex, and MIT Lincoln Laboratory on
varied projects from low level networking and web technologies to image
processing and 3D input devices. He can be contacted at gosselin@ati.com.
Juan Guardado
Juan currently works at Matrox as a Graphics Architect. He started
as the first developer support engineer in the days before DirectX. Later,
his focus shifted to better understanding the requirements of next generation
games and APIs, using this analysis to direct research projects
and argue with his boss.
Evan Hart
Evan is presently a software engineer with ATI's Application research
group. He works with new hardware features on all levels from API specification
to implementation in applications. He has been working in real-time 3D
for the past four plus years. He is a is a graduate of The Ohio State
University.
Matthias Hopf
Matthias has graduated in computer science at the FAU Erlangen in
Germany. Right now he is a PhD student in the Visualization and Interactive
Systems Group at the University of Stuttgart. Despite all his research
on adaptive and hierarchical algorithms as well as on hardware-based filters,
he is still interested in highly tuned low-level software and hardware.
He is mainly known for still being the maintainer of the Aminet archive
mirror at the FAU Erlangen, collecting gigabytes of Amiga software.
Kenneth L.
Hurley
Kenneth started his career in the games industry in 1985 with a company
called Dynamix. He also has worked for Activision, Electronic Arts, Intel
and is now currently in Developer Relations at NVIDIA Corporation. His
current job includes Research and Development and instructing developers
on how to use new technology from NVIDIA. His credits in the game industry
include, Sword of Kadash (Atari ST), Rampage (PC, Amiga, Apple II), Copy
II ST, Chuck Yeager's Air Combat Simulator (PC), The Immortal (PC), Wing
Commander III (Playstation). While at NVIDIA he has contributed the following
packages/demos: NVASM (Geforce3 vertex/pixel shader assembler), NVTune
(NVIDIA'S Performance analysis tool set), DX7 Refract demo, Minnaert Lighting
Demo, Particle Physics Demo and the Brushed Metal effect.
John Isidoro
John is a member of the 3D application research group at ATi Technologies
and a graduate student at Bonston University. His research interests are
in the areas of real-time graphics, image-based rendering, and machine
vision.
Greg James
Greg is a software engineer with NVIDIA's technical developer relations
group where he develops tools and demos for real-time 3D graphics. Prior
to this, he worked for a small game company and as a research assistant
in a high-energy physics laboratory. He is very glad to have avoided graduate
school, and even happier to be working in computer graphics, which he
picked up as a hobby after his father brought home a strange beige Amiga
1000.
Martin Kraus
Since graduating in physics Martin is a PhD student in the Visualization
and Interactive Systems Group at the University of Stuttgart in Germany.
In recent years he has published several papers
on volume visualization but he is still better known for his Java applet
LiveGraphics3D. Martin started programming on a C64 in his early teens
and quickly became addicted to computer graphics. Major goals in his life
include a long vacation after receiving his PhD and achieving a basic
understanding of quantum mechanics.
Scott Le Grand
Scott is a senior engineer on the Direct3D driver team at NVIDIA.
His previous commerical projects include BattleSphere for the Atari Jaguar
and Genesis for the Atari ST. Scott has been writing video games since
1971 when he played a Star Trek game on a mainframe and he was instantly
hooked. In a former life, he picked up a B.S. in biology from Siena College
and a Ph.D. in biochemistry from The Pennsylvania State University. Scott's
current interests are his wife, Stephanie, and developing techniques to
render planets in real-time.
Jason L. Mitchell
Jason is the team lead of the 3D Application Research Group at ATI
Research, makers of the RADEON family of graphics processors. Working
on the Microsoft campus in Redmond, Jason has worked with Microsoft to
define new Direct3D features such as the 1.4 pixel shader model in DirectX
8.1. Prior to working at ATI, Jason did work in human eye tracking for
human interface applications at the University of Cincinnati, where he
received his Master's degree in Electrical Engineering. He received a
B.S. in Computer Engineering from Case Western Reserve University. In
addition to this book's chapters on Image Processing and Non-Photorealistic
Rendering, Jason has written for the Game Programming Gems books, Game
Developer Magazine, Gamasutra.com and academic publications on graphics
and image processing.
His homepage could be found at http://www.pixelmaven.com/jason/.
Ádám
Moravánszky
Adam is a computer science student at the Swiss Federal Institute
of Technology. He is looking forward to receiving his Master's degree
in April 2002, after finishing his thesis about real time 3D graphics.
His homepage is at http://n.ethz.ch/student/adammo/
Christopher
Oat
Christopher is a software engineer in the 3D Application Research
Group at ATI Research where he explores novel rendering techniques for
real-time 3D graphics applications. His current focus is on pixel and
vertex shader development in the realm of PC gaming.
Kim Pallister
Kim Pallister is a Technical Marketing Manager and Processor Evangelist
with Intel's Software and Solutions Group. He is currently focused on
realtime 3D graphics technologies and game development. He can be reached
at kim.pallister@intel.com.
Guennadi Riguer
Guennadi is a software developer at ATI Technologies, where he is
helping game engine developers to adopt new graphics technologies. Guennadi
holds a degree in Computer Science from York University and has previously
studied at Belorussian State University Of Computing and Electronics.
He began programming in mid-80's and has worked on a wide variety of software
development projects prior to joining ATI.
Steven Riddle
Steven is an independent contractor developing various web and 3d
applications. Since he started programming on the c64 his main interest
has been graphics. It has taken him from writing the first Sega Genesis
emulator to writing his own rendering engine in C and assembly. Currently
he is focusing on using vertex and pixel shaders to create a virtual universe.
John Schwab
(johns@mysticgd.com, www.shaderstudio.com)
John has been programming for the better part of his life. Currently
he is the creator of Shader Studio but in the past 10 years he has been
developing games professionally and has worked for Psygnosis and Microsoft.
His specialty is Computer Graphics and he is always trying to do what
others don’t think is possible. Currently he is the Lead Engineer for
Wondershow Studios and working on their next game. In his spare time he
builds robots, and designs electronic devices.
Bart Sekura
Bart is a software developer with over 7 years of professional experience.
He loves computer games and enjoys writing 3D graphics related code.
He spends most of his time tinkering with DirectX, locking and unlocking
vertex buffers
and transposing matrices. Bart is currently a senior developer for People
Can Fly
working on Painkiller, a next generation technology action shooter.
Alex Vlachos
Alex is currently part of the 3D Application Research Group at ATI Research,
where he has worked since 1998 focusing on 3D engine development. Alex
is one of the lead developers for ATI's graphics demos and screen savers,
and he continues to write 3D engines which showcase next-generation hardware
features. In addition, he's also developed N-Patches (a curved surface
representation which is part of Microsoft's DirectX 8). Prior to working
at ATI, he worked at Spacetec IMC as a Software Engineer for the SpaceOrb
360, a 6 degrees-of-freedom game controller. He has published in Game
Programming Gems 1, 2, & 3, ACM's I3DG, and ShaderX. Alex is a graduate
of Boston University. He can be contacted at http://alex.vlachos.com
Oliver C. Zecha
Oliver is an independent consultant with 5 years experience in the
real-time 3d graphics field. His primary focus is dynamic physical simulation,
for which he has received several awards and accolades. Recently he migrated
from OpenGL to Direct3D, in order to utilize programmable hardware shaders.
At the time of this publication, his research involves the design of new
algorithms that utilize consumer grade graphics hardware in creative and
unconventional ways; as well as implementing them for the X-Box console.
Daniel Weiskopf
Daniel is a researcher at the Visualization and Interactive Systems
Group at the University of Stuttgart. His scientific interests reach from
figuring out how the latest graphics boards can be used to speed up scientific
visualization to rather crazy things like visualizing general relativistic
faster-than-light travel in a warp spaceship. Daniel received a PhD in
Theoretical Astrophysics from the University of Tuebingen.
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