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GPU PRO 3 by Wolfgang Engel

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About the Contributors
Francisco
´
Avila received his BSc from ITESM, Mexico, in December 2011. He
has been a research intern in the Visual and Parallel Computing group at Intel
since April 2010. He is pursuing a PhD degree, and his research interests include
GPGPU and parallel algorithms.
Florian Bagar is a Rendering Software Engineer at Havok Inc., in Southern Ger-
many. He previously worked as a Senior Programmer at Sproing Interactive
Media GmbH. He studied computer graphics and digital image processing at the
Vienna University of Technology, where he received an MSc degree in 2010. His
current interests include real-time rendering, game development, multi-platform
development, optimization, and engine design.
P
´
al Barta is pursuing a MS degree at the Technical University in Budapest, Hun-
gary. Over the last two years, his main focus has been on computer graphics. His
2010 BSc thesis topic was order independent transparency, which later evolved
into the volumetric transparency method described in this book.
Jiri Bittner is an assistant professor of electrical engineering of the Czech Tech-
nical University in Prague. He received his PhD in 2003 at the same institute.
His research interests include visibility computations, real-time rendering, spatial
data structures, and global illumination. He has also participated in creating
commercial projects that deal with real-time rendering of complex scenes.
Alan Chambers obtained an MSc with Distinction in computer science from the
University of Wales, Swansea in 2002. Since then he has worked at Sony Com-
puter Entertainment Europe on games such as Formula 1 and WipEout. He is
now the Lead Graphics Engineer at New Zealand’s largest game development stu-
dio, Sidhe, and has a specific interest in engine programming and optimizations.
Alan is also a keen pilot and can often be found cruising around the skies of New
Zealand in his spare time.
Elmar Eisemann is an associate professor at Telecom ParisTech (ENST). Previ-
ously, he was a senior scientist heading a research group in the Cluster of Excel-
lence (Saarland University / MPI Informatik). He has also worked at MIT, UIUC,
379
380 About the Contributors
and Adobe and as local organizer of the Eurographics Symposium on Rendering
(2010). His interests include real-time and perceptual rendering, alternative rep-
resentations, shadow algorithms, global illumination, and GPU acceleration tech-
niques. He has published several articles at various conferences, book chapters,
and journal papers and coauthored the book Real-Time Shadows. He obtained
an MS degree in 2004 and a PhD degree in 2008 in mathematics/computer sci-
ence from Grenoble University. In 2011, he received the Eurographics Young
Researcher Award.
Arturo Garc
´
ıa holds a BS degree in computer sciences from the University of
Guadalajara. He received an MS degree in computer science from CINVESTAV
and an MBA degree from ITESO. He is currently Engineering Manager at Intel.
Pascal Gautron received his PhD from the University of Rennes, France, for his
work on interactive global illumination. He is now a senior scientist at Technicolor
Research & Innovation. His major fields of interest are global illumination, ren-
dering of participating media, and interactive navigation in large environments.
He also contributes to high-quality rendering and real-time previsualization of
post-production assets for the Moving Picture Company.
Mark Gjøl is a systems developer at Zylinc, with a focus on mobipe platforms.
This interest has initially been realized as the spare-time project Floating Image
for Android, which has achieved a rating of 4.3/5.0 with more than 950,000
downloads. He received an MS degree in computer graphics from the Danish
Technical University in 2007.
Mikkel Gjøl is a graphics programmer at Splash Damage, a UK-based company
that recently released the game Brink on the Xbox360, Playstation3, and PC. He
received an MS degree in computer graphics from the Danish Technical University
in 2005.
Thorsten Grosch is an associater professor of computational visualistics at the
University of Magdeburg, Germany. Prior to this appointment he worked as a
post-doctoral fellow at MPI Informatik in Saarbruecken. Thorsten received his
PhD at the University of Koblenz-Landau; his main research interest is in both
the area of real-time and physically accurate global illumination.
Holger Gruen ventured into 3D real-time graphics right after his university grad-
uation, writing fast software rasterizers in 1993. Since then he has held research
and also development positions in the middleware, games, and the simulation in-
dustries. He addressed himself to doing developer relations in 2005 and now works
for AMD’s product group. Holger, his wife, and his four kids live in Germany
close to Munich and near the Alps.

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