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ShaderX Shader Programming Tips & Tricks With DirectX 9

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About the Authors<br />

Dan Amerson<br />

Dan graduated from North Carolina State University in 2001 with a bachelor’s<br />

degree in computer science. During his undergraduate studies, he focused on artificial<br />

intelligence research for automated camera control and positioning. After<br />

graduation, Dan joined NDL in late 2001 to work on the NetImmerse and Gamebryo<br />

engines. He works primarily on console rendering technologies and most<br />

recently served as lead programmer for the Gamebryo shader demo Eturnum.<br />

Marwan Y. Ansari (mansari@ati.com)<br />

Marwan is a member of the 3D Application Research Group at ATI Research. He<br />

received a master’s degree in computer science from the University of Illinois at<br />

Chicago and a bachelor of science degree in computer science and mathematics<br />

from DePaul University. Prior to moving to ATI’s 3D Application Research Group,<br />

he worked on OpenGL drivers for Number Nine Visual Technology before joining<br />

ATI’s Digital TV group. In addition to his image space contributions to <strong><strong>Shader</strong>X</strong>2 ,<br />

Marwan has also contributed to Game <strong>Programming</strong> Gems 4 and spoken about<br />

real-time video processing using shaders at the Game Developers Conference.<br />

Kristof Beets (kristof.beets@powervr.com)<br />

Kristof took his first steps in the 3D world by running a technical 3D fan site, covering<br />

topics such as the differences between traditional and tile-based rendering<br />

technologies. This influenced his electrical engineering studies in such a way that<br />

he wrote his thesis about wavelet compression for textures in Direct3D, a paper<br />

that won the Belgian Barco Prize. He continued his studies, obtaining a master’s<br />

degree in artificial intelligence, while working as a technical editor for Beyond3D<br />

and writing various technical articles about 3D hardware, effects, and technology.<br />

As a freelance writer he wrote the “FSAA Explained” document for 3Dfx Interactive<br />

to explain the differences between various types of full-screen anti-aliasing.<br />

This document resulted in a full-time job offer at 3Dfx. Currently he is working as<br />

a developer relations engineer for PowerVR Technologies, which includes<br />

research into new graphical algorithms and techniques.<br />

Flavien Brebion (f.brebion@vrcontext.com)<br />

Flavien has had a passion for video games since he got an Amstrad CPC at the age<br />

of 12. He still remembers typing in hundred-page listings just to see a small sprite<br />

appear on-screen. He studied computing science at the University of Nantes,<br />

France, where he graduated with both bachelor’s and master’s degrees in 2000.<br />

He has also done a lot of research and developed many small games and rendering<br />

engines on his own. Currently he works at VRcontext, a virtual reality company<br />

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