Reality, a global leader in virtual-reality technology and solutions. Prior to his role as technical
director at EON Reality, Gabriyel co-founded Singapore’s first and leading game technology
R&D lab, gameLAB, at Nanyang Technological University (NTU). He was responsible for
building gameLAB’s multi-million R&D portfolio spanning several leading game studios around
the world. Gabriyel has a wealth of experience in interactive digital media technology from
visual simulation to computer games and virtual reality. As a former technical manager with
Singapore Technologies, Gabriyel led the pioneering effort to adopt state-of-the-art game
technology for military training. A keen believer of innovation, Gabriyel actively contributes, as
author and reviewer, to conferences and journals and has lectured on computer game
programming at NTU.
Tien-Tsin Wong is a professor in the department of computer science and engineering at the
Chinese University of Hong Kong (CUHK). He has been programming for the last 19 years,
including writing publicly available codes, libraries, demos, and toolkits, and codes for all his
graphics research. He works on GPU techniques, rendering, image-based relighting, natural
phenomenon modeling, computerized manga, and multimedia data compression. He is a
SIGGRAPH author. He proposed a method to simulate dust accumulation (IEEE CGA 1995)
and other surface imperfections (SIGGRAPH 2005). In SIGGRAPH 2006, he proposed a
technique on manga colorization. He also proposed the apparent BRDF, one of the earliest
techniques for relighting (precomputed lighting) in 1997. Besides academic papers, he has
written game-development–related articles in Graphics Gems V, Graphics Programming
Methods, and ShaderX
3
to ShaderX
6
. Recently, he has worked on projects for general-purpose
usage of GPU such as evolutionary computing (such as genetic algorithms) and discrete
wavelet transform. He has been the recipient of the IEEE Transaction on Multimedia Prize
Paper Award (2005) and the CUHK Young Researcher Award (2004).
Chris Wyman is an assistant professor in the department of computer science at the
University of Iowa. His interests include real-time rendering, interactive global illumination,
interactive rendering of specular materials, visualization, and human perception of graphics
renderings. He has a Ph.D. from the University of Utah and a BS from the University of
Minnesota, both in computer science. More information is available at his Web page:
http://www.cs.uiowa.edu/~cwyman.
Xuemiao Xu is a Ph.D. student at the Chinese University of Hong Kong. Her research interests
include real-time rendering, geometry compression, pre-computed radiance transfer, and
image-based modeling.
Alexander Zaprjagaev is a co-founder and CTO of Unigine Corp., developer of the cross-
platform Unigine engine, which stands on the bleeding edge of the technology. He is also
known for his work on http://frustum.org/, a very popular site where programmers have found
his state-of-the-art tech demos with free sources since 2002. His sphere of competence
includes almost everything related to real-time virtual worlds: 3D graphics (his main passion),
physics simulation, GUI, scripting systems, sound, and much more. He holds an MS degree in
radiophysics from Tomsk State University, Russia.
Fan Zhang received his Ph.D. from the department of computer science and engineering at
the Chinese University of Hong Kong in 2007. His main research interests include image-based
rendering, especially real-time shadow rendering and novel rendering techniques for real-time
global illumination.