ATI Research, where she is the programming lead for the RenderMonkey IDE
project. She has worked in the graphics industry for more than six years, working
on 3D modeling applications and scientific visualization prior to joining ATI.
Natalya graduated from Boston University with a bachelor’s degree in computer
science, a bachelor’s degree in mathematics, and a minor in visual arts.
Nicolas Thibieroz (nicolas.thibieroz@powervr.com)
Like many kids of his generation, Nicolas 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 realized the potential of real-time 3D graphics while 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
bachelor’s degree in electronic engineering in 1996, he joined PowerVR Technol
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ogies where he is now responsible for developer relations. His duties include sup
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porting game developers, writing test programs and demos, and generally keeping
up to date with the latest 3D technology.
Alex Vlachos (http://alex.vlachos.com)
Alex is a staff engineer in the 3D Application Research Group at ATI, where he
has worked since 1998 focusing on 3D engine development as the lead program-
mer for ATI’s Demo Team. He developed N-Patches (a curved surface represen-
tation introduced in Microsoft’s DirectX 8), also known as PN Triangles, and
TRUFORM. He has published in Game Programming Gems 1, 2, and 3, ACM
Symposium on Interactive 3D Graphics (I3DG), and Direct3D ShaderX: Vertex and
Pixel Shader Tips and Tricks. He has presented at Microsoft Meltdown Seattle and
UK, I3DG, GDC, and GDC Europe. Alex is a graduate of Boston University.
Daniel Wagner (daniel@ims.tuwien.ac.at)
Daniel has been fascinated by programming computer graphics since he got his
first PC in 1991. In 1995 he developed the software SimLinz for the Ars
Electronica Center (museum of the future) in Linz, Austria. During his study he
worked for Reality2, a company that created virtual reality software. After finish
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ing his master’s thesis, “EndoView: A System for Fast Virtual Endoscopic Ren
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dering and Registration” in summer 2001, he worked as a lead developer for
BinaryBee, a company developing arcade-style web games. Daniel is currently
working on his Ph.D. thesis on augmented reality at the Interactive Media Sys
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tems Group at the Vienna University of Technology.
Arkadiusz Waliszewski
Arkadiusz holds a master’s degree in computer science from Poznan University of
Technology and is currently a software engineer in Poland. He started his adven
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ture with computer graphics when he got his first computer (Atari 65XE) and has
become addicted. Beside real-time computer graphics, he is also interested in
object-oriented programming and design. He likes good movies, dry wine, and big
fluffy carpet slippers.
Maike Walther
Maike’s research interests lie in computational and cognitive aspects of computer
depiction. She has studied mathematics, logic, computer science, and psychology
About the Authors
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