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GPU PRO 3 by Wolfgang Engel

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384 About the Contributors
temporal coherence methods, shadow algorithms, modeling and level-of-detail
approaches for real-time rendering. He has authored and co-authored several
papers in these fields.
Christian Sch
¨
uler has been in the games industry since 2001 in various roles as
engine programmer, technical lead, and consultant, contributing to a total of
seven shipped games. He has an interest in 3D and shading algorithms as well
as in sound synthesis. He is currently self-employed, doing serious games and
simulation for naval training at the time of this writing.
Nicolas Schulz is a Graphics Engineer at Crytek, where he works as part of the
R&D Core Team. He is currently working on visual quality and performance
improvements to the CryENGINE 3 across all platforms and was responsible for
the Stereo-3D implementation in Crysis 2. Before joining Crytek, Nicolas worked
on various academic research projects, including augmented reality applications,
crowd simulation, and high-quality rendering of virtual characters. During that
time, he also wrote several advanced rendering engines with a strong focus on
software design.
Hans-Peter Seidel is the scientific director and chair of the computer graphics
group at the Max Planck Institute (MPI) for Informatics and a professor of com-
puter science at Saarland University, Saarbr¨ucken, Germany. He is cochair of
the Max Planck Center for Visual Computing and Communication (MPC-VCC)
(since 2003), and he is the scientific coordinator of the Cluster of Excellence on
Multimodal Computing and Interaction (M2CI) that was established by the Ger-
man Research Foundation (DFG) within the framework of the German Excellence
Initiative in 2007. In addition, Seidel is a member of the Governance Board of
the newly established Intel Visual Computing Institue (IVCI) (since 2009).
Ari Silvennoinen is Principal Programmer and Research Lead at Umbra Software,
where he is focusing on next generation rendering technology research and de-
velopment. His primary areas of interest include visibility algorithms, real-time
shadow techniques, global illumination, and rendering optimization in general.
Ari holds a MS degree in computer science from the University of Helsinki and
has previously worked with the 3D graphics research group at Helsinki University
of Technology (now Aalto University School of Science and Technology).
Ga
¨
el Sourimant is a researcher at Technicolor Research & Innovation. He received
his PhD in computer vision from the French University of Rennes 1 in 2007.
After working on 3D reconstruction and rendering for 3DTV at the INRIA lab,
his research interests now focus on real-time rendering, image processing, and
procedural geometry modeling.

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