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GPU PRO 3 by Wolfgang Engel

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About the Contributors 383
recognition. He has contributed many scientific papers in the above fields and
has coauthored one international and two Greek computer graphics textbooks.
He is also a member of IEEE, ACM, SIGGRAPH, and Eurographics Association
and has been a member of the program committees of many computer graphics
conferences.
Emil Persson is developing rendering technologies at Avalanche Studios. He was
deeply involved in creating the visual technology for Just Cause 2 (as covered
in GPU Pro) and continues to develop the engine for future titles. Previously,
Emil was an ISV Engineer at ATI / AMD where he assisted the world’s top game
developers with optimizations, implementing rendering techniques, and taking
full advantage of the latest hardware, as well as writing technical papers and
developing SDK samples. Emil has a website (http://www.humus.name) where
he blogs about graphics technology and posts demo applications.
Leo Reyes studied computer engineering at the University of Guadalajara, Mex-
ico. He received his MS and PhD degrees in computer vision from the Center
of Research and Advanced Studies (CINVESTAV). His research interests include
computer vision, computer graphics, image processing, and artificial intelligence.
He is currently working at Intel Labs in Guadalajara.
Donald Revie graduated from the University of Abertay with a BSc (Hons) in
computer games technology before joining Cohort Studios in late 2006. He worked
on Cohort’s Praetorian Tech platform from its inception, designing and imple-
menting much of its renderer and core scene representation. He also worked
individually and with others to develop shaders and graphics techniques across
many of the company’s projects. Since leaving Cohort Studios in early 2011 he
has been continuing to refine his ideas on engine architecture and pursuing his
wider interests in game design and writing.
Tobias Ritschel is a postdoctoral researcher at the CG Group, T´el´ecom ParisTech
(CNRS). He received his PhD in computer science at the Max-Planck-Institut In-
formatik, in Saarbr¨ucken, Germany, in 2009 and was awarded the Eurographics
Dissertation Prize at Eurographics 2011. His research interests include inter-
active global illumination rendering, GPU programming, perception, and GPU
geometry processing.
Daniel Scherzer is currently a post-doctoral research fellow at the Max-Planck
Institute for Informatics, Saarbrücken. He also gives lectures at the Vienna Uni-
versity of Technology and the FH Hagenberg. He previously worked at the Ludwig
Boltzmann Institute for Archaeological Prospection and Virtual Archaeology and
as an assistant professor at the Institute of Computer Graphics and Algorithms
of the Vienna University of Technology, where he received an MSc in 2005, an
MSocEcSc in 2008, and a PhD in 2009. His current research interests include

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