the Section Editors (in alphabetical
Wessam's professional career started about 8 years ago when he started the
development of the real-time 3D engine “DirectSkeleton” and its pipeline tools
for In|Framez. He led the development team for several games and real-time
demos based on the same engine in addition to his many contributions and
publications in graphics and programming in general. Wessam has been a
Microsoft Most Valuable Professional (MVP) for DirectX technologies for 4 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.
Kristof is the 3rd Party Relations Manager for PowerVR within the Business
Development Group at Imagination Technologies. Through the PowerVR Insider
program he manages technical support and co-marketing activities for the Mobile
Graphics Ecosystem. He has a background in Electrical Engineering and received
a master's degree in Artificial Intelligence. Prior to joining the Business
Development Group he worked on SDKs and Tools for both PC and Mobile
products as a member of the PowerVR Developer Relations Team. Previous work has
been published in ShaderX2, ARM IQ Magazine and online by 3Dfx Interactive
Carsten Dachsbacher is a Ph.D. student in computer graphics at theUniversity of
Erlangen-Nuremberg, Germany. His research focuses on
interactive, hardware-assisted computer graphics; in particular he is working
on interactive global illumination techniques, proceduralmodels for rendering
photo-realistic virtual terrains and point-basedrendering. He worked as a
freelancer for various (game) companiesprogramming mainly real-time 3D graphics
and published some of hiswork at conferences and in books and magazines.
Wolfgang is a Senior Graphics
Programmer in the core technology group at Rockstar San Diego. He is the editor
of the ShaderX book series and the author of Programming Vertex and Pixel
Shaders. Wolfgang is a frequent speaker on conferences world-wide and publishes
articles on several websites. Since July 2006 he is a Microsoft MVP DirectX.
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,
, 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
at Muckyfoot Productions, where past projects are Urban Chaos, StarTopia and
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
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 is a Senior Software Engineer in the ATI Research, Inc. 3D Application
Research Group where she is investigating innovative graphics techniques in the
real-time domain for current and future platforms as a contributor in the demo
group. In the past she has been the lead for the tools group at the 3D
Application Research Group, working on a pioneering real-time shader
development environment RenderMonkeyTM IDE. Natalya has been in the graphics
industry for many years, previously working on award-winning haptic 3D modeling
software, scientific visualization libraries and various other projects. She
has published articles in the ShaderX books, Game Programming Gems, Game
Developer magazine and Gamasutra.com, amongst others. She has presented novel
techniques at various conferences throughout the world, including Siggraph
sketches and presentations, GDC, GDC-Europe, Microsoft Meltdown and Russian
GDCs. Natalya graduated with BAs in Computers Science and Mathematics from Boston University
and is currently pursuing an SM in Computer Science with concentration in
Graphics at Harvard
Matthias Wloka is a software engineer in the
technical developer relations group at NVIDIA.
His primary responsibility is to collaborate with game developers to
enhance image quality and graphics performance of their games; he is also a
regular contributor at game developer conferences, such as GDC.
Matthias's passion for computer gaming started at age 15 when discovering that his
school's Commodore PET 2001 computers also play Black Jack. He started writing his own games soon
thereafter and continues to use the latest graphics hardware to explore the
limits of interactive real-time rendering.
Before joining NVIDIA, Matthias was a game developer at GameFX/THQ, Inc.
He received his M.Sc in computer science from Brown University
in 1990, and his B.Sc from Christian Albrechts University
in Kiel, Germany in 1987.