Book Cover

Book Contents


About the Authors


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

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 and his own web-site 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

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, and academic publications on graphics and image processing.
His homepage could be found at

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

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

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 (,
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 donít 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

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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Content: © 2001 - 2002 Wolfgang Engel, Frankenthal, Germany