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ShaderX Shader Programming Tips & Tricks With DirectX 9

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About the Authors<br />

ATI Research, where she is the programming lead for the RenderMonkey IDE<br />

project. She has worked in the graphics industry for more than six years, working<br />

on 3D modeling applications and scientific visualization prior to joining ATI.<br />

Natalya graduated from Boston University with a bachelor’s degree in computer<br />

science, a bachelor’s degree in mathematics, and a minor in visual arts.<br />

Nicolas Thibieroz (nicolas.thibieroz@powervr.com)<br />

Like many kids of his generation, Nicolas discovered video games on the Atari<br />

VCS 2600. He quickly became fascinated by the mechanics behind those games,<br />

and started programming on C64 and Amstrad CPC before moving on to the PC<br />

world. Nicolas realized the potential of real-time 3D graphics while playing Ultima<br />

Underworld. This game inspired him in such a way that both his school placement<br />

and final year project were based on 3D computer graphics. After obtaining a<br />

bachelor’s degree in electronic engineering in 1996, he joined PowerVR Technologies<br />

where he is now responsible for developer relations. His duties include supporting<br />

game developers, writing test programs and demos, and generally keeping<br />

up to date with the latest 3D technology.<br />

Alex Vlachos (http://alex.vlachos.com)<br />

Alex is a staff engineer in the 3D Application Research Group at ATI, where he<br />

has worked since 1998 focusing on 3D engine development as the lead programmer<br />

for ATI’s Demo Team. He developed N-Patches (a curved surface representation<br />

introduced in Microsoft’s <strong>DirectX</strong> 8), also known as PN Triangles, and<br />

TRUFORM. He has published in Game <strong>Programming</strong> Gems 1, 2, and 3, ACM<br />

Symposium on Interactive 3D Graphics (I3DG), and Direct3D <strong><strong>Shader</strong>X</strong>: Vertex and<br />

Pixel <strong>Shader</strong> <strong>Tips</strong> and <strong>Tricks</strong>. He has presented at Microsoft Meltdown Seattle and<br />

UK, I3DG, GDC, and GDC Europe. Alex is a graduate of Boston University.<br />

Daniel Wagner (daniel@ims.tuwien.ac.at)<br />

Daniel has been fascinated by programming computer graphics since he got his<br />

first PC in 1991. In 1995 he developed the software SimLinz for the Ars<br />

Electronica Center (museum of the future) in Linz, Austria. During his study he<br />

worked for Reality2, a company that created virtual reality software. After finishing<br />

his master’s thesis, “EndoView: A System for Fast Virtual Endoscopic Rendering<br />

and Registration” in summer 2001, he worked as a lead developer for<br />

BinaryBee, a company developing arcade-style web games. Daniel is currently<br />

working on his Ph.D. thesis on augmented reality at the Interactive Media Systems<br />

Group at the Vienna University of Technology.<br />

Arkadiusz Waliszewski<br />

Arkadiusz holds a master’s degree in computer science from Poznan University of<br />

Technology and is currently a software engineer in Poland. He started his adventure<br />

with computer graphics when he got his first computer (Atari 65XE) and has<br />

become addicted. Beside real-time computer graphics, he is also interested in<br />

object-oriented programming and design. He likes good movies, dry wine, and big<br />

fluffy carpet slippers.<br />

Maike Walther<br />

Maike’s research interests lie in computational and cognitive aspects of computer<br />

depiction. She has studied mathematics, logic, computer science, and psychology<br />

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