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GPU PRO 3 by Wolfgang Engel

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About the Editors
Wessam Bahnassi is a software engineer with a background in building architec-
ture. This combination is believed to be the reason behind Wessam’s passion for
3D engine design. He has written and dealt with a variety of engines throughout
a decade of game development. Currently, he is a lead rendering engineer at
Electronic Arts Inc., and a supervisor of the Arabic Game Developer Network.
Although a bit out of context here, his heart beats for the Syrian revolution, as
well as the other Arabic revolutions in general, to which he dedicates this work.
Wolfgang Engel is the CTO/CEO and cofounder of Confetti Special Effects Inc.
(www.conffx.com), a think tank for advanced real-time graphics research for
the video game and movie industry. Previously he worked for more than four
years in Rockstar’s core technology group as the lead graphics programmer.
His game credits can be found at http://www.mobygames.com/developer/sheet/
view/developerId,158706/. He is the editor of the ShaderX and GPU Pro book
series, the author of several other books, and speaks on graphics programming at
conferences worldwide. He has been a DirectX MVP since July 2006 and is active
in several advisory boards in the industry. He also teaches “GPU Programming”
at UCSD. You can find him on twitter at @wolfgangengel.
Carsten Dachsbacher is a full professor at the Karlsruhe Institute of Technol-
ogy. Prior to joining KIT, he was an assistant professor at the Visualization
Research Center (VISUS) of the University of Stuttgart, Germany, and post-
doctoral fellow at REVES/INRIA Sophia-Antipolis, France. He received a MS
in computer science from the University of Erlangen-Nuremberg, Germany, in
2002 and a PhD in computer science in 2006. His research focuses on real-
time computer graphics, interactive global illumination, and perceptual render-
ing, on which he has published several articles at various conferences, including
SIGGRAPH, I3D, EG, and EGSR. He has been a tutorial speaker at Eurograph-
ics, SIGGRAPH, and the Game Developers Conference and a reviewer for various
conferences and journals.
377
378 About the Editors
Christopher Oat is Lead Graphics Programmer at Rockstar New England where
he works on real-time rendering techniques used in Rockstar’s latest games. Pre-
viously, he was the Demo Team Lead for AMD’s Game Computing Applications
Group. Christopher has published his work in various books and journals and has
presented at graphics and game developer conferences worldwide. Many of the
projects that he has worked on can be found on his website: www.chrisoat.com.
Sebastien St-Laurent holds a degree in computer engineering from Sherbrooke
University in Quebec (Canada) where he graduated at the top of his class in
1999. Since then, he has worked at many video game companies, including Z-
Axis, Microsoft, and Neversoft. His interest, focus, and passion has always been
computer graphics. Sebastien St-Laurent is also a published author who has
written Shaders for Game Programmers and Artists and The COMPLETE Effect
and HLSL Guide.

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