Aick in der Au
Aick is a CS student at the Ilmenau University
of Technology, Germany. He works at Phenomic Game Development, where he is
responsible for getting the render core to work with multiple threads. While
fighting with spin locks, sync points, job chains and other threading issues,
he enjoys having the fastest SMP machine in the office. Other interests include
procedural generated graphics and demoscene related things.
started programming on a TI-99/4a 25 years ago. Always fascinated by
techonology, he taught himself machine language at age 14 on the Commodore 64
and got his start in the game industry professionally 8 years later. He then
picked up 3D programming as video game consoles became more powerful. Alex is
currently senior programmer at a top game development firm in the San Diego
Ali is a researcher in a
German automotive company. He works at a department with focus on
Software / Methods and Tools. He has a strong preference for
development of entertaining multimedia applications, and leads the
Open-Source project Yag2002 at SourceForge.
Andrew loves to create
things, and if its graphics related all the better! It started in Durban, South
Africa at the age of eight when an excentric headmaster started teaching his students
BASIC programming on the C64. From this
moment he spent much of his time with computers trying to make them do ‘neat’
magical un-computerlike things. In 1993
he fell off his chair when he saw a demoscene demo for the first time. This sparked a career goal change from actor
to programmer. Since then he’s been heavily
involved in the demo scene, attending and create demos, graphics, music, photos
and videos as many demo competitions as he can make time for. For the last 6 years Andrew has been
programming in the games industry in the UK.
He now works as a lead programmer at Deep Red Games and has fond
memories of his days at Awesome Developments.
As a young child Aurelio dreamed of fantastical new worlds and the endless
possibilities for adventure within them. As a game developer, he's been able to
turn his dreams into reality. Aurelio has been making games for a number of
years now and is currently employed as a Software Engineer at Firaxis Games
specializing on graphics and engine technologies.
Aszódi is a Ph.D. student in computer graphics at the Budapest
University of Technology and Economics. He works on multimedia systems
and GPU algorithms aiming at photo-realistic real- time rendering.
received the B.S. degree in computer systems engineering from the Instituto
Politécnico Nacional, in 2001 and the M.S. degree in computer science from the Instituto
Tecnológico y de Estudios Superiores de Monterrey (ITESM-CEM) in 2004. He is
currently a PhD student and Research Assistant at ITESM-CEM. His research
interests are in virtual humans modeling, animation and rendering; GPGPU
applications and virtual environments.
Carlos Augusto Dietrich
Carlos Augusto Dietrich
received the BS degree in Computer Science from the Federal University
of Santa Maria, Brazil, and the MS degree in Computer Science from the
Federal University of Rio Grande do Sul, Brazil. His research interests
include graphics, visualization, and the use of GPUs as general purpose
processors. He is currently a second-year PhD student working in the
Computer Graphics Group at the Federal University of Rio Grande do Sul,
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.
Chris Oat is a senior
software engineer in the 3D Application Research Group at ATI where he explores
novel rendering techniques for real-time 3D graphics applications. As the
technical lead of ATI's demo team, Chris focuses on shader development for
current and future graphics platforms. He has published several articles in the
ShaderX and Game Programming Gems series and has presented at game developer
conferences around the world. Chris received a BA in Computer Science from
Christian Schüler is
software engineer at Phenomic Game Development in Ingelheim, Germany,
where he is responsible for engine development. He worked on the
graphics engine of the game Spellforce 2. Previous projects include
engine work for smaller studios and medical visualization. He joined
the games industry in 2002.
Chris Wyman is an
assistant professor in the Department of Computer Science at the
University of Iowa. Before joining the faculty at Iowa, he
graduated in 2004 with his Ph.D. from the University of Utah. His
interests include real-time rendering, interactive global illumination,
interactive rendering of specular and other complex
materials, and perceptually-guided simplification of lighting
models. More information is available at his webpage: http://www.cs.uiowa.edu/~cwyman/.
Dan is a software engineer on the handheld
team in the 3D Application Research Group at ATI, where he works on demos and
tools for ATI’s handheld graphics chips. Prior to joining the 3DARG, Dan worked
on ATI’s OpenGL driver team for over four years. Before joining ATI, Dan worked
for n-Space, Inc., an Orlando-based game development company.
David's addiction to
computers and games started early in his life and
the vision to create virtual worlds continues to be the strong force in
life. David is a Chief Technology Officer of ZootFly a game development
founded with two friends in 2002. Currently he works on the next
generation game engine. Most of his publications are available at his
David Gilham graduated 2002 from Middlesex University with a 1st class
honours degree in computer science, which focused on graphics and games
programming. He is a member of Climax
Brighton’s Core Technology Group and has recently worked on the debug rendering libraries, water and depth of field HLSL
shader effects for MotoGP06 Xbox 360.
Guodong Rong received the
B.Eng. degree and the M.Eng. degree, both in computer science, from
Shandong University in 2000 and 2003 respectively.
He is currently a Ph.D. candidate in School of Computing, University of
Singapore. His research interests include computer graphics, virtual
reality and visualization. He is currently working on the
general-purpose computation on GPUs and real-time soft shadows.
Erik Millán is a Ph.D.
Student on Computer Sciences at the Instituto Tecnológico
y de Estudios Superiores de Monterrey,
Campus Estado de México. He is
completing his thesis on specification and simulation of crowd behavior. He
received his master’s degree at the same institution, working on plants
modeling based on particle systems. His research interests include crowd
simulation, GPGPU, procedural modeling, level of detail techniques and computer
Homam holds a BC in Engineering Management.
Working in the CG industry for nearly a decade he developed pipelines for
gaming production at several leading companies, in addition to supervision,
special effects development and technical direction of several CG productions.
He has many publications and researches in the field of media management,
technical directing and special effects development for both real-time and
off-line rendering systems. He enjoys the merge of his engineering skills into
the CG industry that he always liked.
Isaac Rudomin received
his Ph.D. in Computer Science from the University of Pennsylvania.
He is a professor at the Instituto Tecnológico y de
Estudios Superiores de Monterrey,
Campus Estado de México since 1991. He is author of around
50 technical papers. His research interests include human modeling and crowd
animation as well as use of graphics processors.
Lazányi is a Ph.D. student at the Budapest University of
Technology and Economics since 2003. His research interests include
material models, global illumination algorithms, and GPU programming
for realistic rendering.
Joăo Luiz Dihl Comba
Dihl Comba received the BS degree in Computer Science from the Federal
University of Rio Grande do Sul, Brazil, the MS degree in Computer
Science from the Federal University of Rio de Janeiro, Brazil, and the
PhD 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.
Kim Hyoun Woo
Kim Hyoun Woo started
his game development career in 1996. He is currently the manager of the
program team on RF-online, an MMORPG game which was exported over
several countries including Japan, Taiwan, the Philippines, China and
UK and a few others.
Since 2003, he is involed in his spare time in the open source 3D
engine project Nebula Device. He wrote the Nebula2 3DSMax Toolkit that
was used by several commercial and non-commercial projects.
Kurt Pelzer is a Software
Engineer with over seven years experience in team-oriented projects
within the game industry. He has been involved in all stages of
development from conceptual and technical design, to implementation,
debugging und testing. Currently Kurt works as Senior Software Engineer
at Piranha Bytes where he has taken part in the development of the new
PC Game Gothic 3 including the next-generation engine Genome. Kurt has
also worked on the predecessors Gothic, Gothic II & the add-on
Gothic II - The Night of the Raven. Prior he was a Senior Programmer at
Codecult, developed Codecult's 3D-Engine Codecreatures and built
several real-time simulations and tech-demos on that technology (for
example, a simulation of the Shanghai “Transrapid” track
for SIEMENS AG, a tech-demo for NVIDIA’s GeForce 4 Ti launch and
the well-known Codecreatures Benchmark Pro). Kurt has published in GPU
Gems, GPU Gems 2, Game Programming Gems 4, ShaderX 2 and ShaderX 4.
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 and
Szirmay-Kalos is a full professor and the head of the Computer Graphics
Group at the Budapest University of Technology and Economics. He was
graduated from this university in 1987 and received Ph.D. degree in
1990. He is the author of 150 technical papers and 5 books. His current
research interests include global illumination algorithms and the
application of the GPU to speed up these methods.
Luciana Porcher Nedel
Nedel received the Ph.D in Computer Science from Swiss Federal
Institute of Technology, Lausanne, Switzerland under the supervision of
Prof. Daniel Thalmann in 1998. She received the MS degree in Computer
Science from the Federal University of Rio Grande do Sul, Brazil and
the BS degree in Computer Science from the Pontifical Catholic
University, Brazil. In 2005, during a sabbatical year, she spent 2
months at Université Paul Sabatier, Toulouse, France and 2
months at Université catholique de Louvain, Louvain-la-Neuve,
Belgium doing research on interaction. She is an assistant professor at
the Federal University of Rio Grande do Sul, Brazil. Since 1991 she is
involved in computer animation researches and since 1996 she is also
doing research in virtual reality. Her current projects include:
deformation methods, virtual humans simulation, interactive animation
and 3D interaction using virtual reality devices.
Manuel M. Oliveira received his Ph.D. in Computer Science from the University
of North Carolina at Chapel Hill (2000). He is currently a Professor at
Instituto de Informática, Universidade Federal do Rio Grande do Sul (UFRGS), in
Brazil. Before joining the Faculty at UFRGS, he worked for two years as an
Assistant Professor of Computer Science at the State University of New York at
Stony Brook. His
interests include image-based modeling and rendering, real-time rendering,
innovative uses of graphics hardware, 3D photography, surface reconstruction
from point clouds, medical applications of imaging technologies, and the
construction of virtual replicas of real environments. His homepage is http://www.inf.ufrgs.br/~oliveira
Maicon Brauwers is a fourth-year undergraduate
student majoring in computer Science at Universidade
Federal do Rio Grande do Sul ( UFRGS ), Brazil.
He has been a game lover since his childhood,
and now he is involved in researching new
graphics techniques applied to
games. His main interest areas are real-time rendering,
natural phenomena, imaged-based rendering and
general-purpose computation on GPUS.
Max Dennis Luesebrink
Currently a student in
Cognitive Science focusing on AI. Formerly has been working as a
Graphics Programmer at Codecult on the Codecreatures 3D-Engine and
several technology demos (Transrapid Simulation for SIEMENS AG, launch
demo for the GF4TI release of Nvidia). Also, he has taken part in the
development of the engine used for Gothic, Gothic II and the add-on
Night of the Raven.
Pheng Ann Heng
Tatarchuk is a
staff research engineer in the demo group of ATI's 3D Application Research
Group, where she likes to push the GPU boundaries investigating innovative
graphics techniques and creating striking interactive renderings. Her recent
achievements include leading creation of the state-of-the-art realistic
rendering of city environments in ATI demo “ToyShop”. In the past she has been
the lead for the tools group at ATI Research. She has published articles in
technical book series such as ShaderX and Game Programming Gems, and has
presented talks at Siggraph and at Game Developers Conferences worldwide.
Natalya holds BA's in Computers Science and Mathematics from Boston University and is currently pursuing a graduate degree
in CS with a concentration in Graphics at Harvard University.
Pheng Ann Heng is a
professor in the Department of Computer Science & Engineering in
the Chinese University of Hong Kong (CUHK). In 1999, he set up the CUHK
Virtual Reality, Visualization and Imaging Research Centre and
serves as the centre Director since then. He works on medical
imaging, medical visualization, image-based rendering, virtual
reality applications in medicine and interactive graphics. His
recent work include GPU accelerated volume rendering, real-time
visualization of Chinese Visible Human (CVH) and photorealistic
virtual anatomy. His research group has also constructed the world
first virtual acupuncture human based on ultra-high resolution
CVH data set. He received the "IEEE Transactions on Multimedia
Prize Paper Award 2005" and "Asia Pacific ICT Award 2005".
Sathe is currently working as Sr. Application Engineer at Intel Corp. and is involved in enabling Intel’s
multi-core platforms. He consults various game companies for optimizing their
games on Intel hardware. Prior to this, he’s worked in various aspects of CPU
architecture and design. He holds a BE degree from Mumbai University (1997) in Electronics
Engineering and MS in Computer Engineering from
University (1999) . He has
prior publications in computer architecture area. His current interests include
graphics, mathematics and computer architecture.
Umenhoffer is a Ph.D. student in computer graphics at the Budapest
University of Technology and Economics since 2005. His research has
focused on real-time animation and rendering of atmospheric phenomena
and the application of these effects in games.
Tien-Tsin Wong is an
associate professor in the Department of Computer Science &
Engineering in the Chinese University of Hong Kong (CUHK). He has been
programming for the last 18 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 proposed a method to simulate dust accumulation
(IEEE CGA 1995) and other surface imperfections (SIGGRAPH 2005). In
SIGGRAPH 2006, he proposed a technique on manga colorization. He also
proposed, the apparent BRDF, one of the earliest techniques for
relighting (precomputed lighting) in 1997. Besides academic papers, he
has written game development related articles in "Graphics Gems V",
"Graphics Programming Methods", "Shader X3, "Shader X4", and "Shader
X5". Recently, he has been working on projects for general purpose
usage of GPU, such as
(such as genetic algorithms) on GPU, and discrete wavelet transform on
GPU. He received the "IEEE Transaction on Multimedia Prize Paper Award
2005" and "CUHK Young Researcher Award 2004".
Tiow-Seng Tan graduated
with a PhD from the University of Illinois at Urbana-Champaign in 1993.
By training, he specializes in computational geometry. He is
currently an Associate Professor at the School of Computing, National
University of Singapore. His recent research interest is in the area of
interactive 3D graphics. His graphics research group has contributed in
designing novel algorithms such as simplification, collision detection,
occlusion culling, and real-time shadow generation.
Wai-Man Pang is currently
a PhD candidate in the Department of Computer Science & Engineering
in the Chinese University of Hong Kong (CUHK). His research interests
include image-based relighting, GPU techniques and non-photorealistic
rendering. During his Master study, He proposed a vision-based
capturing system to acquire relighting data from real environment (IEEE
CG&A 2004 May). He loves programming especially vision and graphics
applications, and he have explored the GPU programming for several
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.
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.