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GPU PRO 3 by Wolfgang Engel

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About the Contributors 385
Tiago Sousa is Crytek’s Principal R&D Graphics Engineer. He has worked at
Crytek for the past eight years on all of Crytek’s numerous demos and engines,
and has shipped game titles, including Far Cry and Crysis. More recently he
completed work on Crysis 2, Crytek’s first multiplatform game, and he continues
to work on multiplatform projects. He spends most of his time thinking outside
the box, inventing his own general solutions for any fun computer-graphics related
problem.
Michael Schwarz is currently a postdoc at Cornell University and holds an MS and
a PhD, both in computer science, from the University of Erlangen-Nuremberg,
Germany. His graphics-related research interests include real-time computer
graphics, GPU techniques, global illumination, scalable approaches, procedural
modeling, and perception-aware graphics.
L
´
aszl
´
o Sz
´
ecsi is an associate professor at the Technical University in Budapest,
Hungary. He gives lectures in programming, computer graphics, and computer
game development. His research revolves around global illumination, real-time
rendering techniques, and the combination of the two. László has published
numerous scientific papers and has been a regular contributor to the ShaderX
book series.
Sinje Thiedemann is working as a software developer for the real-time visual-
ization company PI-VR GmbH in Darmstadt, Germany. In 2010, she received
her diploma degree in computational visualistics from the University of Koblenz-
Landau. Her research interests include approximate, as well as physically based,
global illumination.
John White was, until recently, a Senior Rendering Engineer at Electronic Arts
Black Box working on Need For Speed: The Run. He works in all areas of ren-
dering development and specializes in both low-level GPU optimizations and
high-level rendering architecture. Having previously presented at GDC, his cur-
rent focus is on post-processing techniques, local and global lighting, shadowing,
and level-of-detail techniques. Prior to working at EA, John worked at Deep Red
Games in the UK, where he architected and developed the in-house rendering
run-time and tool-chain that powered their PC-based strategy games. Before
this, John worked in the R&D department at Gremlin Interactive, where he
developed their in-house low-level rasterization, math, and Win32 libraries. Pub-
lished games include Need For Speed: Hot Pursuit, Skate 2, Skate 1, NBA Live
07, NBA Live 06, Vegas Tycoon, Monopoly Tycoon, Risk II, Actua Soccer 3, and
Actua Tennis.
Michael Wimmer is an associate professor at the Institute of Computer Graphics
and Algorithms of the Vienna University of Technology, where he received an
MSc in 1997 and a PhD in 2001. His current research interests are real-time

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