Book Cover

Book Contents


Section Editors




About the Section Editors (in alphabetical order)

Willem H. de Boer
Willem is a software engineer at Playlogic Game Factory, where he works on graphics technology. His current work centers around real-time simulation of subsurface scattering, and other aspects that have to do with the interaction of light and matter. He also enjoys dabbling in mathematics. He contributed to several books, including <i>Graphics Programming Methods</i>, and he also has a couple of journal articles pending, which he hopes will be
published in the not too distant future. His homepage can be found at

Dean Calver
Games are fun; I figured that out at age 2 and have spent the following years working out how to make better games. For the last 5 years people have even paid me to do it. Having no real preference for console or PC has meant a mixed career flipping between them for every project. Professionally I started on a war game, I then did 3 years of racing game followed by an X-COM style game, then arcade classic updates, currently doing a 3D graphic adventure.
I still study various subject including optics, mathematics and other geeky things for fun. This incredibly stupid preoccupation with learning means that I have been doing exams every year for over half my life (which is really stupid given I work full time). At least I'll be ready for to write the first game for a quantum computer.

Tom Forsyth
Tom Forsyth has been obsessed by 3D graphics since seeing Elite on his ZX Spectrum. Since then he has always tried to make hardware beg for mercy. Tom has written triangle-drawing routines on the Spectrum, Sinclair QL, Atari ST, Sega 32X, Saturn, Dreamcast, PC, GamePark32 and XBox, and he's getting quite good at them now. Tom's coding past includes writing curved-surface stuff for Sega and graphics drivers for 3Dlabs. Currently he works in Guildford at Muckyfoot Productions, where past projects are Urban Chaos, StarTopia and Blade II.

Eric Haines
Eric Haines, a graduate of the Cornell Program of Computer Graphics, is currently a lead software engineer at Autodesk, Inc. He coauthored the book Real-Time Rendering, now in its second edition. He is also a member of the editorial board for the journal of graphics tools, the archivist for the Graphics Gems repository, and the webmaster for ACM Transactions on Graphics . He is currently addicted to the game Battlefield 1942 . His homepage is at .

Dean Macri
Dean is a software engineer with Intel Corporation where he works with software developers in optimizing the processor specific aspects of their titles. He wrote his first graphics application, a line and circle drawing program in TMS9900 assembly language in 1984 on a Texas Instrumentís 99/4A. Since then heís been hooked on graphics and programming, majoring in computer science as an undergraduate student and graduate student. Starting in 1992, he spent five years developing high-speed assembly routines for 2D graphics transition effects at a multimedia kiosk development company. Then in 1998 he joined Intel where he continues to evangelize the benefits of new processors and technologies to software developers and provide their feedback to the processor architects.

Jason L. Mitchell
Jason is the team lead of the 3D Application Research Group at ATI Research, makers of the RADEON family of graphics processors. Working on the Microsoft campus in Redmond, Jason has worked with Microsoft for several years to define key new Direct3D features. Prior to working at ATI, Jason did work in human eye tracking for human interface applications at the University of Cincinnati, where he received his Master's degree in Electrical Engineering in 1996. He received a B.S. in Computer Engineering from Case Western Reserve University in 1994. In addition to this book's chapters on HLSL Programming, Advanced Image Processing and Procedural Shading, Jason has written for the Game Programming Gems books, Game Developer Magazine, and academic publications on graphics and image processing. He regularly presents at graphics and game development conferences around the world. His homepage can be found at

Nicolas Thibieroz
Like many kids of the same generation, Nicolas Thibieroz discovered video games on the Atari VCS 2600. He quickly became fascinated by the mechanics behind those games, and started programming on C64 and Amstrad CPC before moving on to the PC world. Nicolas realised the potential of real-time 3D graphics whilst playing Ultima Underworld. This game inspired him in such a way that both his school placement and final year project were based on 3D computer graphics. After obtaining a BEng of Electronic Engineering in 1996 he joined PowerVR Technologies where he is now responsible for Developer Relations. His duties include supporting game developers, the writing of test programs or demos and generally keeping up-to-date with the latest 3D technology.

Logo: © 2001-2003 Javier Izquierdo, Lanzarote, Spain
Content: © 2001 - 2003 Wolfgang Engel, Frankenthal, Germany