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OpenGL Insights by Christophe Riccio, Patrick Cozzi

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670 About the Contributors
Matt Pettineo
mpettineo@gmail.com
Matt first began studying graphics programming during college
while developing an interactive 3D simulation program for an
autonomous vehicle. Today he works as a full-time graphics pro-
grammer in the games industry, and regularly contributes graphi-
cal samples and research to his blog, “ The Danger Zone.” His interests include image
processing, physically based lighting and material models, and GPU optimizations.
Matt is currently a graphics/engine programmer for Ready At Dawn Studios, and has
been a DirectX/XNA MVP since 2009.
Daniel R
´
akos
daniel.rakos@rastergrid.com
Daniel is a Hungarian software designer and developer, computer
graphics enthusiast, and has been hobbyist OpenGL developer
for ten years. His primary field of research is GPU-based scene
management, batching, and culling algorithms. Hes currently
working for AMD as an OpenGL driver developer. In his spare time he writes articles
about OpenGL, computer graphics, and other programming-related topics at the
RasterGrid Blogosphere (http://www.rastergrid.com/blog/).
Ant
´
onio Ramires Fernandes
arf@di.uminho.pt
Ant´onio is an assistant professor at the University of Minho,
where for the past 15 years, he has been teaching and researching
computer graphics, focusing on real-time graphics. He is also the
maintainer of www.lighthouse3d.com, a site devoted to teaching OpenGL and 3D
graphics.
Christophe Riccio
christophe.riccio@g-truc.net
Christophe is a graphics programmer with a background in digi-
tal content creation tools, game programming, and GPU design
research. He is also a keen supporter of real-time rendering as a
new media for art. An enthusiast since high school, he has an
MSc degree in computer game programming from the University of Teesside. He
joined e-on software to study terrain editing and to design a multi-threaded graphics
renderer. H e worked for Imagination Technologies on the PowerVR series 6 archi-
tecture. He is currently working for AMD doing some OpenGL gardening. For the

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