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ShaderX Shader Programming Tips & Tricks With DirectX 9

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About the Authors<br />

River Media, 2002) and Direct3D <strong><strong>Shader</strong>X</strong>: Vertex and Pixel <strong>Shader</strong> <strong>Tips</strong> and <strong>Tricks</strong><br />

(Wordware, 2002). Christopher is a graduate of Boston University.<br />

David Pangerl<br />

David’s addiction to computers and games started early in his life, and the vision<br />

to create virtual worlds continues to be a strong force in his life. He has been<br />

involved in the production of several games, including Crash, Casanova, Hitchcock,<br />

Hannibal, and most recently Mistmare. His main interests are computer<br />

graphics, artificial intelligence, and compilers.<br />

Kurt Pelzer<br />

As a senior programmer at Codecult, Kurt developed several real-time simulations<br />

and technology demos built on CC’s high-end 3D engine Codecreatures<br />

(e.g., a launch demo for nVidia’s GeForce4 Ti generation and the well-known<br />

Codecreatures-Benchmark-Pro). He designed the innovative fx systems of<br />

Codecreatures and was involved in creating a simulation of the Shanghai<br />

TRANSRAPID track for SIEMENS AG. Kurt also worked on Piranha Bytes’ PC<br />

game Gothic and the top-selling Gothic II—which were named RPG of the Year in<br />

Germany in 2001 and 2002. In prehistoric times Kurt started programming on<br />

C64 and Atari’s ST; later on he studied mathematics, always focusing on computer<br />

graphics. When he’s not scribbling down equations or reading the book of<br />

seven seals, Kurt works at Piranha Bytes to guarantee a high level of visual quality<br />

for the company’s future products.<br />

Emil Persson<br />

Emil recently graduated from Luleå University of Technology in Northern Sweden<br />

after studying computer science and engineering. Over the years Emil has<br />

gathered experience from early software rendering attempts to advanced techniques<br />

in the Glide, OpenGL, and Direct3D APIs. His web site at http://esprit.<br />

campus.luth.se/~humus/ focuses on real-time 3D graphics. In the future you’ll<br />

probably find Emil working as a game developer working on the next generation<br />

of game engines.<br />

Tim Preston<br />

Tim is a software engineer working on the Direct3D sections of the Gamebryo<br />

game engine at NDL. He graduated from Princeton University in 1997 with a<br />

degree in chemistry and a desire to do pretty much anything but chemistry. He<br />

went to the University of North Carolina for a master’s in computer science,<br />

where he did a lot of molecular modeling work that led to an interest in 3D graphics.<br />

When he graduated in 1999, the game industry was a good match for his experience<br />

and his goal of not doing anything too important.<br />

Maurice Ribble<br />

Maurice graduated in 2001 from the Milwaukee School of Engineering with a<br />

bachelor’s degree in computer engineering. During his junior year he had the<br />

opportunity to take part in a summer internship at Los Alamos National Labs. He<br />

was somewhat disappointed that other people worked on million-dollar workstations<br />

while he worked on consumer-level hardware, but after writing an application<br />

that performed lighting calculations for volume textures on first-generation<br />

consumer fragment shader hardware, he realized that consumer-level hardware<br />

xv

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