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Chris works from home in York, in the North of England, where he lives with his wife Stacey. He received a PhD in computer science from the University ofNorth Carolina atChapel Hill in , where he did research in image-based rendering, reflectance measurement and representation, and graphics hardware. He spent the summer of at Hewlett-Packard working on the PixelFlow graphics supercomputer.

David lives in Salt Lake City, Utah. Morgan McGuire Brown University. His PhD research is on real-time global illumination models for games.

Hubert started to develop 3D graphics programs when he was involved in the European Demoscene. He holds a bachelor degree in computer Science. John O'Rorke has been creating games since the age of six. During high school he worked after school with Hewlett-Packard in their firmware division and then attended the DigiPen Institute of Technology. He is currently an engine architect at Monolith Productions, where he has worked on Aliens vs.

Predator 2 , Tron 2. Fabio Pellacini Pixar Animation Studios. Fabio Pellacini was born in Italy, where he spent the first 24 years of his life. During this time he received a Laurea degree in physics from University of Parma, and worked one year for Milestone building a physics engine. Following this experience he decided to pursue his interests in computer graphics by moving to the United States, where he received a PhD in computer graphics from Cornell University and published a few papers four of which got luckily accepted to SIGGRAPH.

These days he is spending his time in a dark office at Pixar Animation Studios designing and implementing the next generation of lighting technology for the studio. Kurt Pelzer Piranha Bytes. Prior he was a Senior Programmer at Codecult and developed several real-time simulations and technology demos build on Codecult's high-end 3D-Engine Codecreatures e.

Ken Perlin New York University. Matt Pharr is a member of the technical staff at NVIDIA, where he works on issues related to high-quality interactive graphics, programmable shading, and language features in the Cg group.

Previously, he was a co-founder of Exluna, which developed off-line rendering software, and was investigating advanced shading algorithms for graphics hardware. Fabio Policarpo graduated fromUFFFederalUniversityinRio de Janeiroand has written books and applications for classical and real-time computer graphics. Tim Purcell Stanford University. His current research interests include stream programming, ray tracing, and leveraging GPUs for general purpose computation.

Dean Sekulic Croteam. With a couple of his best friends, Dean Sekulic founded Croteam in , right after he realized that making computer games could be more fun than just playing them.

For the last couple of years, he has specialized in coding sound and vision. He also graduated from Zagreb University of Business Informatics and Computer Design in , and with a little luck, he hopes to stay in computer game programming for the next one or two hundred years.

John collaborates with game developers on a daily basis, evaluating the technology in their games and assisting in the implementation of advanced visual effects. John presents at many developer educational events each year on topics ranging from performance optimization to advanced shading techniques.

Jos Stam Alias Systems. Jos Stam is a research scientist at Alias Systems. He holds a PhD in computer science from theUniversity ofTorontoand is interested in most areas of computer graphics. Although he is interested in most areas of computer graphics, his best research has been in the areas of physics-based animation, rendering, texture mapping, and subdivision surfaces. Marc Stevens Softimage. Marc Stevens holds a masters degree in computer science from Brown Universityand has over 12 years experience in the graphics industry.

Early graphics hardware increased rendering performance, but often at a high cost in composability, and thus in programmability and application innovation. Hardware with microprocessor-like programmability did evolve for example, the Ikonas Graphics System , but the dominant form of graphics hardware acceleration has been organized around a fixed sequence of rendering operations, often referred to as the graphics pipeline.

OpenGL, which I helped to evolve from its Silicon Graphics-defined predecessor IRIS GL in the early s, addressed the need for composability by specifying an architecture informally called the OpenGL Machine that was accessed through an imperative programmatic interface.

Many features—for example, tightly specified semantics; table-driven operations such as stencil and depth-buffer functions; texture mapping exposed as a general 1D, 2D, and 3D lookup function; and required repeatability properties—ensured that programmers could compose OpenGL operations with powerful and reliable results.

Some of the useful techniques that OpenGL enabled include texture-based volume rendering, shadow volumes using stencil buffers, and constructive solid geometry algorithms such as capping the computation of surface planes at the intersections of clipping planes and solid objects defined by polygons. During this decade, increases in the raw capability of integrated circuit technology allowed the OpenGL architecture and later, Direct3D to be extended to expose an ISA interface.

These extensions appeared as programmable vertex and fragment shaders within the graphics pipeline and now, with the introduction of CUDA, as a data-parallel ISA in near parity with that of the microprocessor.

Although the cycle toward complete microprocessor-like versatility is not complete, the tremendous power of graphics hardware acceleration is more accessible than ever to programmers. And what computational power it is! At this writing, the NVIDIA GeForce Ultra performs over billion floating-point operations per second—more than the most powerful supercomputer available a decade ago, and five times more than today's most powerful microprocessor.

The data-parallel programming model the Ultra supports allows its computational power to be harnessed without concern for the number of processors employed.

This is critical, because while today's Ultra already includes over processors, tomorrow's will include thousands, and then more. Many of the executable demos will run only on PCs running Microsoft Windows. No Warranty. Limitation of Liability.

All rights reserved. DVD Table of Contents In the list below, each chapter that has an accompanying code sample or demonstration is linked to the corresponding ZIP file, installer EXE, movie clip, or folder containing the unzipped data. Geometry - Ch. Light and Shadows - Ch. Rendering - Ch. Image Effects - Ch.



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