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Andrew Aksyonoff
Andrew's FAQ on realtime software rendering, created back in 1998, is
still recognized by Russian graphics programmers. This background
allowed him to work on KDlab's award-winning "Perimeter" RTS title in
2002. He's currently the technical director at SkyFallen, working on
"The Blood Magic" RPG. Andrew manages research and development of the
inhouse engine and provides support to the companies licensing it.
Elisabeth André
Elisabeth André is a full professor for Computer Science at Augsburg
University, Germany, where she is chairing the laboratory for
Multimedia Concepts and Applications. She has been teaching various
courses on AI and Computer Games at her university and has been on the
programme committee of several games-related events including:
ICEC'2004, the academic track of "Computer Science and Magic" in
association with Game Convention Developer Conference 2005,
Intetain'2005 and Edutainment'2006. Futhermore, she has been conducting
various projects on educational game environments for the EU including
Puppet (1998-2001) and eCircus (planned start early in 2006).
Barnabás Aszódi
Barnaba's Aszo'di is a Ph.D. student of the computer graphics
programmer at the Budapest University of Technology and Economics.
He works on multimedia systems and GPU algorithms aiming at
photo-realistic real-time rendering.
Wessam Bahnassi
Wessam is a hardcore old-time gamer. Games are one thing
in life that interests him the most.
Actually, he is interested in everything, ranging from electronics to
music to architecture (his current study) to novelty, and ultimately to
programming and shaders! Being an experienced C++ programmer for over
six years, Wessam has done many real-time 3D projects based on
Direct3D. That is when Microsoft rewarded him as a Most Valuable
Professional (MVP) in DirectX. Currently, he is a lead programmer at
In|Framez, where he is employing his experience in designing and
programming the DirectSkeleton 3D engine.
Philippe Beaudoin
Philippe is working on his Ph.D. at the University of Montreal while
teaching computer graphics at the Ecole Polytechnique. His research
interest is in 3D rendering and animation and focuses mainly on
technologies to increase quality and performances of real-time
applications and video games. Before he went back to school, Philippe
worked as a hardware architect at Matrox Graphics where he developed
various vertex and pixel shader technologies. He also developed video
games for various consoles while working at Digital Fiction.
Kevin Björke
Florian Born
After his studies of mathematics and physics, Florian
worked as a teacher before he started at Vulpine in 2000. In 2003 he
and some collegues from Vulpine founded Trinigy, a german middleware
provider for the Vision game engine.
Like many others, Florian started his career in computer programming 20
years ago on a C64. Later, on a PC, he was especially fascinated by 3D
graphics and the technology behind it.
Jordi Catŕ
Jordi is a Senior Software Engineer at the University of Girona
(participating in the GameTools European Project) and Leader of his own
Software Development company. He works adding new illumination
techniques (like Obscurances) in 3D Game Engines (Crystal Space, Ogre)
at Girona Graphics Group. His research interest is in 3D rendering and
focuses to increase quality and perfomance of 3D real-time
applications, video games and DCC from a Software Engineering point of
view.
Yung-feng Chiu
Yung-feng is a Software Engineer at XGI Technology Inc. in Taiwan where
he works on 3D demos with the newest shader technology. He
interests in GPU algorithms aiming at lifelike real-time rendering and
offline photo-realistic rendering.
Martin Christen
Martin started programming on a C16 back in 1985. He developed many
shareware games for the Amiga and MacOS. In 1996 he founded Algomedia
Software, a game company releasing MacOS titles. Today he works at
GEONOVA http://www.geonova.ch the 3D geoinformation company
located in Switzerland.
He is programming the 3D engine for terrain visualization. In his spare
time he writes demos and tutorials for the OpenGL Shading Language at
http://www.clockworkcoders.com
Carsten Dachsbacher
Carsten Dachsbacher is a Ph.D. student in computer graphics at
theUniversity of Erlangen-Nuremberg, Germany. His research focuses on
interactive, hardware-assisted computer graphics; in particular he is
working on interactive global illumination techniques, proceduralmodels
for rendering photo-realistic virtual terrains and
point-basedrendering. He worked as a freelancer for various (game)
companiesprogramming mainly real-time 3D graphics and published some of
hiswork at conferences and in books and magazines.
Joachim Diepstraten
Joachim is a PhD Student at the Visualization and
Interactive Systems Group at the German University Stuttgart in
Computer Science. He was interested in realtime Computer Graphics
already at the age of 15 by starting to write his own EGA and VGA
graphics and rasterization routines first in PASCAL later with C/ASM
under the now infamous DOS operating system. With the death of DOS, he
moved on to Sun's Java to program a realtime software 3D engine in Java
and even a simple realtime raytracer. But he noticed soon that hardware
graphics accelerators are the key to maximum interactive performance.
Now he is doing research on finding solutions for interactive mobile
graphics, squeezing the latest out of the programmable features of
graphics hardware, non-photorealstic-rendering and rendering of
everyday & natural objects using graphics hardware for achieving
real-time performance by following his personal slogan:If it can not be
done in real-time it is impractical!
Bryan Dudash
Graduating Virginia Tech, Bryan made the big move across the country to
work in Seattle for the now defunct Sierra Online. After working
at Sierra and getting his Master's at the University of Washington, he
needed a change. Desiring a smaller company, he joined a startup
Xbox game company Escape Factory, working hard on an
unreleased Unreal Engine license title. Publisher issues
forced the cancellation, and he joined NVIDIA in 2003 as a member of
the Developer Technology(devtech) team. In late 2004 he made a
slightly larger move to Tokyo, Japan. He spend his days(and
nights) educating developers on the black art of GPU programming,
studying Japanese, eating sushi, and fighting off ninjas.
Mike Eissele
After graduating in computer science, Mike joined the
Visualization and Interactive Systems Group as a PhD student at the
University of Stuttgart. He started programming on the C64 where he
coded real-time graphic demos. For hardware accelerated graphics
programming he started with OpenGL but switched to DirectX since the
introduction of the Vertex- and PixelShader paradigms.
Dustin Franklin
Sergi Funtané
Sergi is a computer engineering student at the University of Girona,
Spain. He developed an OpenGL port for Playstation2. He is currently
working on GPU algorithms to improve graphics realism in video games
and DCC applications for the Girona Graphics Group in the University of
Girona. He is participating in the Gametools european project.
Holger Grün
Holger started his love affair with 3d real-time graphics back in the
1993 when it was all about writing perspectively correct software
texture mappers. In 1997 he joined an UK based game middleware
developer as a research engineer. After that he headed the development
team of a now defunct German games company and afterwards worked
for a simulation company developing CIGs (computer image generator)
software. Holger now works for Intel as technical marketing engineer -
his love affair with 3d graphics still intact.
Justin Henley
Christian Kleinhuis
Since the early 90`s Christian is addicted to realtime computer
animation when he got its Amiga500 by the age of 13. Has played a lot
with (realtime-)fractal generation, and after spending years as
Web-Developer is now back on track aspiring a degree in Computer
Science at the University of Bonn working as a visualization engineer
in fluid dynamics.
Janne Kontkanen
Janne has fifteen years of background in computer graphics. It all
began as a hobby in around 1990 and later grew into a master’s degree
and a career in industry. His work experience ranges from
scientific computing (Finnish IT center for science) to developing
real-time computer graphics middleware (Hybrid Graphics Ltd.) and
giving lectures and training in software development and design
(Tieturi). Currently he is working for his PhD related to illumination
and rendering in Helsinki University of Technology. His research
interest and expertise covers the rendering techniques used in both
real-time and offline graphics.
Samuli Laine
Samuli Laine is currently a full-time PhD student at Helsinki
University of Technology. He is on study leave from Hybrid Graphics
Ltd., where he has worked for several years developing real-time
graphics software, offline visibility preprocessing tools and graphics
hardware architecture design. Most of Laine’s current research is
concentrated on efficient computation of soft shadows in offline
renderers.
István Lazányi
István is a Ph.D. student at the Budapest University of
Technology and Economics since 2003. His research interests include
material models global illumination algorithms, and GPU programming for
realistic rendering.
Ping Man Lam
Ping-Man Lam received the B.Eng. degree in electronic from City
University of
Hong Kong in 2002. He is currently a PhD student in the Department of
Electronic Engineering, City University of Hong Kong. His research
interests include global illumination algorithms and GPU programming.
He has several years GPU programming experience.
Chi-Sing Leung
Chi Sing Leung received the Ph.D. degree in computer science from the
Chinese University of Hong Kong. He is currently an Associate Professor
in the Department of Electronic Engineering, City University of Hong
Kong. His research interests include neural computing,
communications, global illumination algorithms and GPU
programming. He has published over 50 international journal
papers. From 1995 to 1997, he worked on the bidirectional
associative memory model. He proved that the recalling processing
of higher order BAM is unstable and proposed a statistical method to
analysis the behaviour of higher order BAM. In 1997, he
proposed a neural based data protection method for vector quantization
data over noisy channels. From 1998 to 2002, he worked on the
property of extended Kalman filtering learning in neural
networks. From 2001, he has been working on several projects
related to compressing image based rendering data. In 2005, he received
the 2005 IEEE Transactions on Multimedia Prize Paper Award for his
paper titled, “The Plenoptic Illumination Function'” published in 2002.
His research interests include global illumination algorithms and GPU
programming. Besides, from 2001 to 2005, he provided consultancy
service for DBS bank (Hong Kong) Limited.
Morgan McGuire
Alex Méndez-Feliu
Alex is a PhD Student in the Girona Graphics Group at the University of
Girona. His work aims to apply global illumination techniques and its
simplified forms, like obscurances, in video game and real-time
environments. He is participating in the Gametools project of the VI
European Framework.
Jason Mitchell
Jason is a Software Engineer at Valve Software in Bellevue,
Washington where he works on cutting edge graphics techniques.
Prior to joining Valve, Jason was the team lead of the 3D Application
Research Group at ATI Research where
he worked for eight years.
Martin Mittring
Michael Nischt
Michael is a student researcher in Computer Science and Multimedia at
the University of Augsburg, Germany. Since 2001, he has been
supervising practical courses on computer games and animated agents.
Currently, he is completing his Master’s thesis on an agent-based
interface to graphics engines. From the very beginning of his studies,
the animation and rendering of virtual characters has been one of his
main research interests. While conducting practical projects in this
area, he has achieved a great deal of experience in utilizing both
OpenGL and DirectX as well as their shading languages for hardware
accelerated graphics programming.
Masahiko Nitanda
Masahiko liked playing a PC game every day when he was a boy. And he is
a Japanese game programmer now.
Recently, He developed a 3D RPG game for PSP. And previously, he
developed an action game for XBOX. Various troubles will be encountered
if concerned with game development. But he believes that it can
overcome by the love to game development, and compassion for others.
Manuel M. Oliveira
Manuel M. Oliveira received his Ph.D. in Computer Science from the
University of North Carolina at Chapel Hill. He is currently an
Associate Professor at Instituto de Informática, Universidade Federal
do Rio Grande do Sul (UFRGS), in Brazil. Before joining the Faculty at
UFRGS, he worked for two years as an Assistant Professor of Computer
Science at the State University of New York at Stony Brook. His
interests include image-based modeling and rendering, innovative uses
of graphics hardware, real-time rendering, 3D photography, surface
reconstruction from point clouds, medical applications of imaging
technologies, and building virtual replicas of real environments. His
homepage is http://www.inf.ufrgs.br/~oliveira.
Eric Paquette
Eric Paquette is a professor at the École de technologie supérieure
engineering school in the Software & IT Engineering department. His
research interests include realistic image synthesis, simulation of
natural phenomena, programmable graphics hardware, and visualization.
Professor Paquette received his B.Sc. in Computer Science from
Université de Sherbrooke, Canada, his M.Sc. degree in Computer Science
from Université de Montréal, Canada, and his Ph.D. degree in Computer
Science from Université de Montréal, Canada and Université Joseph
Fourier, France.
Kurt Pelzer
Kurt Pelzer is a Senior Software Engineer at
Piranha Bytes, where he works on the PC game Gothic 3. Kurt was
involved in the development of Gothic and the top-selling
Gothic II (awarded as “RPG of the Year” in Germany during 2001 and
2002, respectively). In 2003 followed the add-on Gothic II - The Night
of the Raven. Prior he was a Senior Programmer at Codecult, developed
Codecult's 3D-Engine Codecreatures and built several real-time
simulations and tech-demos on that technology (for example, a
simulation of the Shanghai “Transrapid” track for SIEMENS AG, a
tech-demo for NVIDIA’s GeForce 4 Ti launch and the well-known
Codecreatures Benchmark Pro). Kurt has published in ShaderX 2, GPU
Gems, GPU Gems 2, and Game Programming Gems 4.
Emil Persson
Emil holds a Master degree in computer science and engineering from
Luleĺ university of technology. After his studies Emil joined ATI in
2004 where he's working with top game developers to deliver the best
performance and latest technology in their games. Emil also works on
the ATI SDK providing technical sample applications and papers. On his
spare time Emil runs the site www.humus.ca
where he provides demo applications showing various techniques, tricks
or just plain eye-candy.
Fábio Policarpo
Pierre Poulin
Pierre Poulin has been professor since 1994 in the department of
Computer Science (IRO) at the Universite de Montreal. His research
interests include realistic and real-time rendering, simulation of
natural phenomena, image-based modeling and rendering, visualization,
and animation.
Aras Pranckevicius
The same day he got his first ZX Spectrum, Aras wrote some
mosaic-drawing program. Apparently that left him impressed and since
then then he's been doing graphics demos, small games and similar stuff
on various platforms. Aras has worked in a couple of software
companies, with works ranging from databases/web to motion recognition
to videogames. He's got Master's degree in computer science, has a nice
family and right now works as a senior programmer in an 'ordinary
software' company. He still devotes all of his spare time to realtime
computer graphics and demoscene.
Gilberto Rosado
Gilberto Rosado is a graduate of DigiPen Institute of Technology, where
he studied video game programming for 4 years. His senior year game
project at DigiPen, Kisses, was a finalist at the 2005 Independent
Games Festival. After working at Pipeworks Software on Godzilla: Save
the Earth, Gil joined Rainbow Studios where he now works as a graphics
programmer on killer new games. Gil has also been published in AI Game
Programming Wisdom 2.
Mateu Sbert
Mateu Sbert is professor and head of the Institute of Informatics and
Applications at the University of Girona. He is author of around 100
technical papers. His research interests include the application of
Monte Carlo and Integral Geometry techniques to Radiosity and Global
Illumination.
Thorsten Scheuermann
Thorsten is a software engineer in ATI's 3D Application
Research Group where he works on graphics demos and novel rendering
techniques as part of ATI's Demo Team. Prior to working at ATI he was a
member of the Effective Virtual Environments research group at the
University of North Carolina at Chapel Hill, which gave him the
opportunity to play with all sorts of expensive VR toys and to create
sickness-inducing immersive games. Thorsten received a Master's degree
in Computer Science from UNC and previously studied at the University
of Karlsruhe in Germany.
Daniel Scherzer
Daniel Scherzer is master student at the Vienna University of
Technology with his research
interest in the field of real-time rendering. He began his computer
life by playing on a C64. What started out as a way to avoid homework
("Mum, I'm working on my computer!"), became a serious addiction with
his first PC. At some point he took up programming to boost the
abilities of his computer and still tries to do so.
Christian Schueler
Christian Schüler is software engineer at Phenomic Game Development in
Ingelheim, Germany, where he drives engine development for the upcoming
Spellforce 2. He has been coding since the C64 age, and actively works
in the games industry since 2002.
Tibor Schütz
Marco Spoerl
Just as everyone else, Marco started programming way
back on a C64. After buying a PC (actually just because of his
affection to chainsaw-wielding space marines) he got hold of computer
graphics. After receiving his diploma in computer science he worked at
Codecult Software, contributing to the Codecreatues Engine and the
Codecreatures-Benchmark-Pro. After a short walk on the wild side as a
freelance software developer, he's currently earning his keep working
on driving training simulators for trains, trucks, cars, and tanks.
Actually, he's seriously thinking about opening his own game
studio.
Nicolau Sunyer
Nicolau is a PhD student at the University of Girona, Spain. He is now
working on GPU accelerated global illumination techniques (Radiosity,
Obscurances,...). He is currently member of the Girona Graphics Group
whose aim is to improve the graphics realism in video games and DCC
applications. He is participating in the Gametools european project.
Vlad Stamate
Vlad became passionate with computer games ever since he discovered
them on
a Spectrum Sinclair 128+. Games were the road to learning computer
programming. After studying in a Computer Science High School he
graduated
with a BSc degree in Graphic Design from Richmond College. After
graduation
he started working in the R&D department of PowerVR technologies as
a Design
Engineer. Currently Vlad works for Sony Computer Entertainment Europe
as part of their Technology Group and is involved in software
development for Sony game related products.
Jean-François St-Amour
Jean-François has worked at both ends of the graphics hardware
spectrum. = He is currently employed at Gameloft's Montreal studio
where he works on OpenGL E= S capable mobile platforms. He has recently
completed his M.Sc. at the University of Montreal where he worked on
high-quality soft shadows for games and othe= r real-time applications,
as well as general-purpose computation on the GPU.
Before starting his graduate studies, Jean-François worked at Matrox in
t= he Imaging group.
László Szirmay-Kalos
László is a full professor and the head of the Computer Graphics Group
at the Budapest University of Technology and Economics. He was
graduated from this university in 1987 and received Ph.D. degree in
1990. He is the author of 150 technical papers and 5 books. His current
research interests include global illumination algorithms and the
application of the GPU to speed up these methods.
Takashi Imagire
Takashi has been a professional game programmer for 5 years and has
mainly done work of PlayStation & PlayStation2.
Currently, he is programming real-time 3D graphics in his sparetime,
while focusing on the newest shader technology. A big number of
articles and demos on shader programming can be found on his website http://www.t-pot.com/ (Japanese). His
goal is to publish his demos immediately after the release of new
shader technology.
Damian Trebilco
Damian holds a first class honours degree in software engineering from
Queensland University of Technology. As a result of his dissertation
work into simulating emotion in virtual characters, he joined the games
company Auran in late 2001. Here he works on graphics and shader based
systems like the Bridge-IT demo used in the Nvidia NV30 launch. In his
spare time Damian works on the OpenGL debugging tool GLIntercept. (http://glintercept.nutty.org).
Oles V. Shishkovtsov
Liang Wan
Michael Wimmer
Dr. Michael Wimmer is an assistant professor at the Institute of
Computer Graphics and Algorithms of the Vienna University of
Technology, where he received his MSc in 1997 and PhD in 2001. His
current research interests are real-time rendering, virtual and
augmented reality, computer games, real-time visualization of urban
environments and rendering of vegetation, and he has (co)authored
several scientific papers in the above-mentioned fields. He is also
teaching courses on 3D computer games and real-time rendering.
Tien-Tsin Wong
Tien-Tsin Wong is an associate professor in the Department of Computer
Science & Engineering in the Chinese University of Hong Kong
(CUHK). He has been programming for the last 17 years, including
writing publicly available codes/libraries/demos/toolkit (check his
homepage) and codes for all his graphics research. He works on GPU
techniques, rendering, image-based relighting, natural phenomenon
modeling, and multimedia data compression. He proposed a method to
simulate dust accumulation (IEEE CGA 1995) and other surface
imperfections (SIGGRAPH 2005). He also proposed, the apparent BRDF, one
of the earliest techniques for relighting (precomputed lighting) in
1997. He is a SIGGRAPH author. Besides academic papers, he has written
game development related articles in "Graphics Gems V", "Graphics
Programming Methods", "Shader X^3 and "Shader X^4". Recently, he has
been working on projects for general purpose usage of GPU, such as
evolutionary computing (such as genetic algorithms) on GPU, and
discrete wavelet transform on GPU.
He received the "IEEE Transaction on Multimedia Prize Paper Award 2005"
and "CUHK Young Researcher Award 2004".
Email: ttwong@acm.org
Web: http://www.cse.cuhk.edu.hk/~ttwong
Cyril Zeller
Renaldas Zioma
Renald Zioma has been driven (mad) by computer graphics
since he saw ZX Spectrum. After learning assembly and writing Tetris
clone for his ZX, he switched to PC, finished school, wrote couple
small non-commercial games, gained experience with object-oriented
programming and design while working at the software development
company, received BS degree in Computer Science from Kaunas University
of Technology and returned to his roots while working as a professional
game programmer for the last 1.5 years. Recently he has finished demo
of 3D fighting game based on real-time motion recognition for
Interamotion, LLC. On the sparetime he is programming demos, games and
organizing small demo/gamescene related events in Lithuania.
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