13.12.2012 Views

ShaderX Shader Programming Tips & Tricks With DirectX 9

ShaderX Shader Programming Tips & Tricks With DirectX 9

ShaderX Shader Programming Tips & Tricks With DirectX 9

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

About the Authors<br />

currently works on Black&White 2 for Lionhead Studios. He studied graphics<br />

programming-related subjects at university for five years before that. His passion<br />

for video games and 3D graphics help him spend many sleepless nights after long<br />

days of writing shader code.<br />

Roger Descheneaux<br />

Roger has been working on 3D graphics since the late 1980s, and he has a vaguely<br />

uncomfortable feeling that he should somehow be better at it by now. In 1991 he<br />

graduated to working on 3D graphics device drivers for IBM. The first driver he<br />

worked on was for a five-card graphics solution that sold for $30,000 and couldn’t<br />

do texture mapping. The graphics hardware is slightly faster and somewhat<br />

cheaper these days. He currently works on OpenGL device drivers for ATI<br />

Research in Marlborough, Massachusetts, for graphics chips that can definitely<br />

do texture mapping.<br />

Sim Dietrich<br />

Sim manages the U.S. Technical Developer Relations team at nVidia Corporation.<br />

Sim has written chapters for Game <strong>Programming</strong> Gems 1 and 2 and served as editor<br />

of the Graphics Display section of Gems 2. He was a key contributor to the<br />

CgFX effort, bringing real-time shaders to Max, Maya, and SoftImage for the first<br />

time. Sim’s interests include new shadow techniques and improving graphics<br />

workflow through efforts like Cg and CgFX.<br />

Wolfgang F. Engel (wolfgang.engel@shaderx.com)<br />

Wolfgang is the editor of <strong><strong>Shader</strong>X</strong>2 : Introductions & Tutorials with <strong>DirectX</strong> 9, the<br />

editor and a co-author of Direct3D <strong><strong>Shader</strong>X</strong>: Vertex and Pixel <strong>Shader</strong> <strong>Tips</strong> and<br />

<strong>Tricks</strong>, the author of Beginning Direct3D Game <strong>Programming</strong>, and a co-author of<br />

OS/2 in Team, for which he contributed the introductory chapters on OpenGL and<br />

DIVE. He spoke at GDC 2003 and at Vision Days 2003 in Copenhagen, Denmark.<br />

He has published articles in German journals and on www.gamedev.net,<br />

www.gamasutra.com, and his own web site, www.direct3d.net. During his career<br />

in the game industry he built up two small game development units.<br />

Tom Forsyth (tomf@muckyfoot.com)<br />

Tom has been obsessed by 3D graphics since seeing Elite on his ZX Spectrum.<br />

Since then he has always tried to make hardware beg for mercy. Tom has written<br />

triangle-drawing routines on the Spectrum, Sinclair QL, Atari ST, Sega 32X, Saturn,<br />

Dreamcast, PC, GamePark32, and Xbox, and he’s getting quite good at them<br />

now. Tom’s coding past includes writing curved-surface stuff for Sega and graphics<br />

drivers for 3Dlabs. Currently he works in Guildford, England, at Mucky Foot<br />

Productions, where past projects include Urban Chaos, StarTopia, and Blade2.<br />

Eli Z. Gottlieb<br />

Eli is a self-taught programmer attending ninth grade at Bethlehem Central High<br />

School in Delmar, New York.<br />

Matthew Halpin<br />

Matthew started programming before he was 10 and has continued to hold an<br />

interest in the areas of graphics and physics. Starting with 2D vector and sprite<br />

rendering, he quickly moved onto software 3D rendering and later 3D hardware<br />

xi

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!