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ShaderX Shader Programming Tips & Tricks With DirectX 9

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About the Authors<br />

where he develops tools and demos for real-time 3D graphics. Prior to this, he<br />

worked for a small game company and as a research assistant in a high-energy<br />

physics laboratory. He is very glad to have avoided graduate school, and even happier<br />

to be working in computer graphics, which he picked up as a hobby after his<br />

father brought home a strange beige Amiga 1000.<br />

Jeffrey Kiel<br />

Jeff started his work in graphics as an undergrad at the University of North<br />

Carolina doing volume rendering research. After a stint in the corporate world, he<br />

moved on to work at Interactive Magic as a lead programmer on Destiny (one of<br />

the first 3D strategy games), iF18, and WarBirds. Then he joined Sinister Games<br />

to work on Shadow Company (3D squad-based strategy game) and the Dukes of<br />

Hazzard I and II on PS1. Jeff returned to his passion for graphics by joining nVidia,<br />

where he has worked on a couple of 3D engines, incorporating shader technology<br />

into real-world applications. His shader experience covers standard transform/<br />

lighting/shading, special effects, mesh animation, and particle systems.<br />

Shaun Kime<br />

Shaun is a software engineer at NDL where he is the lead developer on the 3ds<br />

max tools pipeline. Prior to working at NDL, he worked on the Mimesis project at<br />

North Carolina State University doing research on integrating narrative planning<br />

into virtual worlds. When he isn’t at work, he can be found reviewing local pubs at<br />

http://www.drinktheworld.com.<br />

Jakub Klarowicz<br />

Jakub is an engine programmer at Techland where he works on all low-level<br />

aspects of game engine development. His biggest interest is, of course, real-time<br />

3D graphics. He received an MS in computer science from Wroclaw University of<br />

Technology in 2001, and has been programming computers since he was 10. Jakub<br />

always wanted to push hardware to its limits so he started learning assembler<br />

while his friends were still playing games. In his work with 3D graphics, Jakub has<br />

gone all the way from software rendering to shader programming. He has been<br />

playing with hardware-accelerated rendering for five years, using Glide, OpenGL,<br />

and Direct3D. For the last three years he has worked with 3D graphics<br />

professionally.<br />

Jesse Laeuchli<br />

Jesse is a self-taught programmer who now makes his home in Budapest, Hungary.<br />

As the child of a Foreign Service officer, he has lived in such places as China,<br />

Taiwan, Africa, and Saudi Arabia. He has written for several computer magazines,<br />

books, and web sites, and is also an avid epee fencer. His web site is<br />

www.laeuchli.com/jesse/.<br />

Sylvain Lefebvre<br />

Sylvain is a Ph.D. student in the iMAGIS team at the French National Institute<br />

for Research in Computer Science, working on the rendering of natural scenes.<br />

He is also interested in many aspects of game programming and real-time graphics.<br />

He is currently focusing on developing new approaches with vertex and pixel<br />

shaders to handle the complexity of natural scenes. His home page is at<br />

http://www.aracknea.net.<br />

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