Wolfgang Engel

Rancho Santa Fe, California, United States Contact Info
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Wolfgang is the CEO and Co-Founder of The Forge Interactive. The Forge Interactive is a…

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  • The Forge Interactive, Inc

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Publications

  • GPU Zen 2

    Blackcat Publishing,

    Rendering (Patrick Cozzi)
    1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio
    2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong
    3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov
    4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De
    5. Skinned…

    Rendering (Patrick Cozzi)
    1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio
    2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong
    3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov
    4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De
    5. Skinned Decals by Hawar Doghramachi

    Environmental Effects (Wolfgang Engel)
    1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun
    2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin Örtegren

    Shadows (Mauricio Vives)
    1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante
    2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn

    3D Engine Design (Wessam Bahnassi)
    1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev
    2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz
    3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell
    4. Writing an efficient Vulkan renderer by Arseny Kapoulkine
    5. glTF - Runtime 3D Asset Delivery by Marco Hutter

    Ray Tracing (Anton Kaplanyan)
    1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen
    2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky

    See publication
  • GPU Zen

    Blackcat Publishing

    Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU.

    Table of Contents
    Geometry Manipulation (Christopher Oat)
    1. Attributed Vertex Clouds by Willy Scheibel, Stefan Buschmann, Matthias Trapp, and Jürgen Döllner
    2. Rendering Convex Occluders with Inner Conservative Rasterization by Marcus Svensson and Emil Persson

    Lighting (Carsten…

    Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU.

    Table of Contents
    Geometry Manipulation (Christopher Oat)
    1. Attributed Vertex Clouds by Willy Scheibel, Stefan Buschmann, Matthias Trapp, and Jürgen Döllner
    2. Rendering Convex Occluders with Inner Conservative Rasterization by Marcus Svensson and Emil Persson

    Lighting (Carsten Dachsbacher)
    1. Stable Indirect Illumination by Louis Bavoil and Holger Gruen
    2. Participating Media Using Extruded Light Volumes by Nathan Hoobler, Andrei Tatarinov and Alex Dunn

    Rendering (Mark Chatfield)
    1. Deferred+ by Hawar Doghramachi and Jean-Normand Bucci
    2. Programmable Per-pixel Sample Placement with Conservative Rasterizer by Rahul P. Sathe
    3. Mobile Toon Shading by Felipe Lira, Flávio Villalva, Jesus Sosa, Kléverson Paixão and Teófilo Dutra
    4. High-Quality GPU-efficient Image Detail Manipulation by Kin-Ming Wong and Tien-Tsin Wong
    5. Real-Time Linear-Light Shading with Linearly Transformed Cosines by Eric Heitz and Stephen Hill
    6. Profiling and Optimizing WebGL Application Using Google Chrome by Gareth Morgan

    Screen-Space (Wessam Bahnassi)
    1. Scalable Adaptive SSAO by Filip Strugar
    2. Robust Screen Space Ambient Occlusion by Wojciech Sterna
    3. Practical Gather-based Bokeh Depth of Field by Wojciech Sterna

    Virtual Reality (Eric Haines)
    1. Efficient Stereo and VR Rendering by Iñigo Quilez
    2. Understanding, Measuring, and Analyzing VR Graphics Performance by James Hughes, Reza Nourai, and Ed Hutchins

    Compute (Wolfgang Engel)
    1. Optimizing the Graphics Pipeline with Compute by Graham Wihlidal
    2. Real Time Markov Decision Processes for Crowd Simulation by Sergio Ruiz and Benjamín Hernández

    Source code at:
    https://github.com/wolfgangfengel/GPUZen

    See publication
  • GPU Pro 7

    CRC Press

    The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.

    Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU)…

    The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.

    Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanced Rendering Techniques assembles a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. It incorporates contributions from more than 30 experts who cover the latest developments in graphics programming for games and movies.

    The book covers advanced rendering techniques that run on the DirectX or OpenGL runtimes, as well as on any other runtime with any language available. It details the specific challenges involved in creating games across the most common consumer software platforms such as PCs, video consoles, and mobile devices.

    The book includes coverage of geometry manipulation; rendering techniques, handheld devices programming, effects in image space, lighting, 3D engine design, graphics-related tools, and environmental effects. It also includes a dedicated section on general purpose GPU programming that covers CUDA and DirectCompute examples.

    In color throughout, GPU Pro 7 presents ready-to-use ideas and procedures that can help solve many of your daily graphics programming challenges. Example programs with downloadable source code are also provided on the book’s CRC Press web page.

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  • GPU Pro 6

    A K Peters/CRC Press

    GPU Pro 6, the sixth volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

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  • GPU Pro 5

    CRC Press

    GPU Pro 5, the fifth volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

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  • GPU Pro 4

    CRC Press

    GPU Pro 4, the fourth volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

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  • GPU Pro 3

    CRC

    GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

    Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3:…

    GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.

    Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU.

    Sample programs and source code to accompany some of the chapters are available at http://www.akpeters.com/gpupro

    See publication
  • GPU Pro 2

    A.K. Peters

    This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in…

    This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.

    See publication
  • GPU Pro: Advanced Rendering Techniques

    A.K. Peters

    This new book series covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod…

    This new book series covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch.

    See publication
  • ShaderX7: Advanced Rendering Techniques

    Charles River Media

    Welcome to ShaderX7:Advanced Rendering Techniques, the latest volume in the cuttingedge, indispensable series for game and graphics programmers.This all-new volume is packed with a collection of insightful techniques, innovative solutions to common problems, and practical tools and tricks that provide you with a complete shader programming toolbox. Every article was developed from the research and experiences of industry pros and edited by shader experts, resulting in unbiased coverage of all…

    Welcome to ShaderX7:Advanced Rendering Techniques, the latest volume in the cuttingedge, indispensable series for game and graphics programmers.This all-new volume is packed with a collection of insightful techniques, innovative solutions to common problems, and practical tools and tricks that provide you with a complete shader programming toolbox. Every article was developed from the research and experiences of industry pros and edited by shader experts, resulting in unbiased coverage of all hardware and developer tools. ShaderX7 provides coverage of the vertex and pixel shader methods used in high-end graphics and game development.These state-of-the-art, ready-to-use solutions will help you meet your daily programming challenges and bring your graphics to a new level of realism.This collection offers time-saving solutions to help you become more efficient and productive, and is a must-have reference for all shader programmers.

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  • ShaderX6: Advanced Rendering Techniques

    Charles River Media

    Welcome to ShaderX6, the latest volume in the cutting-edge, indispensable series for game and graphics programmers. This all-new volume is packed with a collection of insightful techniques, innovative approaches to common problems, and practical tools and tricks that provide you with a complete shader programming toolbox. Every article was developed from the research and experiences of industry pros and edited by shader experts, resulting in unbiased coverage of all hardware and developer…

    Welcome to ShaderX6, the latest volume in the cutting-edge, indispensable series for game and graphics programmers. This all-new volume is packed with a collection of insightful techniques, innovative approaches to common problems, and practical tools and tricks that provide you with a complete shader programming toolbox. Every article was developed from the research and experiences of industry pros and edited by shader experts, resulting in unbiased coverage of all hardware and developer tools. ShaderX6: Advanced Rendering Techniques provides coverage of the vertex and pixel shader methods used in high-end graphics and game development. These state-of-the-art, ready-to-use solutions will help you meet your everyday programming challenges and bring your graphics to a new level of realism. This collection offers time-saving solutions to help you become more effi cient and productive, and is a must-have reference for all shader programmers.

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  • ShaderX5: Advanced Rendering Techniques

    Charles River Media

    Shader X5 Advanced Rendering Techniques is the newest volume in this cutting-edge, indispensable series for game and graphics programmers. This all new volume is packed with articles covering state-of-the-art shader techniques and tools written by programming professionals from around the world. These authors have a wealth of knowledge and experience in the field, and each section is edited by an industry expert to ensure the highest quality and usefulness! The collection is broken into nine…

    Shader X5 Advanced Rendering Techniques is the newest volume in this cutting-edge, indispensable series for game and graphics programmers. This all new volume is packed with articles covering state-of-the-art shader techniques and tools written by programming professionals from around the world. These authors have a wealth of knowledge and experience in the field, and each section is edited by an industry expert to ensure the highest quality and usefulness! The collection is broken into nine comprehensive sections. The geometry section covers improved N-Patches, how to generate dynamic wrinkles on animated meshes and much more. In the rendering section you'll discover how to generate a tangent space ordinate system in the pixel shader, how to setup an area light for games, and a variety of other techniques. Practical and useful multi-frustum shadow maps like Cascaded Shadow Maps and Queried Virtual Shadow maps are covered in the shadow section. The environmental techniques section features the beautiful volume particle approaches: Rain and Godrays under water. The global illumination section covers techniques that should work in next-gen games. The new mobile section lays out the basics of shader driven next-gen mobile development and some advanced effects tailored to the devices. Many shader-relevant engine design decisions are covered in the 3D Engine Design section. It also deals with post-processing effects, how to design shader plugins, and how to bind shader data. The Beyond Pixels and Triangles section covers a printf for the pixel shader, random number generator on the GPU, and many more.

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  • ShaderX4: Advanced Rendering Techniques

    Charles River Media

    Throughout the collection you’ll find: * How to simulate cloth on the GPU * How to use ambient occlusion efficiently in a game environment * Several global illumination approaches suitable for current hardware platforms * How to do real-time caustics on the GPU * Several ways for how to make your shadow penumbra software for shadow volumes and shadow maps * Tips for using the D3DXEffects framework efficiently and how to integrate post processing * Real-time damage system that uses a damage map…

    Throughout the collection you’ll find: * How to simulate cloth on the GPU * How to use ambient occlusion efficiently in a game environment * Several global illumination approaches suitable for current hardware platforms * How to do real-time caustics on the GPU * Several ways for how to make your shadow penumbra software for shadow volumes and shadow maps * Tips for using the D3DXEffects framework efficiently and how to integrate post processing * Real-time damage system that uses a damage map to store damage data * Snow rendering * Procedural generation of textures * Tricks, tips, and techniques for super shader, a light map precomputation tool that stores radiosity light maps, and a system for debugging and optimizing applications

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  • ShaderX3: Advanced Rendering with DirectX and OpenGL

    Charles River Media

    SAMPLE TOPIC COVERAGE Section 1 Geometry Manipulation: Topology on the GPU; Rendering Complex Formulas; Mesh Object Deforming Using HLSL; Morphing between Two Different Objects; Silhouette Geometry Shaders; GLSL Real-Time Shader Development Section 2 Rendering Techniques: Reflections from Bumpy Surfaces; Massively Parallel Particle Systems on the GPU; Self-Shadowing; Batching via Texture Atlases; Real-Time Texture- Space Skin Rendering; Texture Motion Blur; Animation and Display of Water; Hair…

    SAMPLE TOPIC COVERAGE Section 1 Geometry Manipulation: Topology on the GPU; Rendering Complex Formulas; Mesh Object Deforming Using HLSL; Morphing between Two Different Objects; Silhouette Geometry Shaders; GLSL Real-Time Shader Development Section 2 Rendering Techniques: Reflections from Bumpy Surfaces; Massively Parallel Particle Systems on the GPU; Self-Shadowing; Batching via Texture Atlases; Real-Time Texture- Space Skin Rendering; Texture Motion Blur; Animation and Display of Water; Hair Rendering and Shading Section 3 Software Shaders and Shader Programming Tips: Optimizing Dx9 Vertex Shaders for Software Vertex Processing; Software Shaders and DirectX DLL Implementation; Tactical Path-Finding Using Stochastic Maps on the GPUFX Composer 1.5—Standardization Section 4 Image Space: A Steerable Streak Filter; Adaptive Glare; Color Grading; Improved Depth of Field Rendering; Lighting Precomputation Using the Relighting Map; Shaderey— NPR Style Rendering Section 5 Shadows: Poisson Shadow Blur; Fractional-Disk Soft Shadows; Fake Soft Shadows Using Precomputed Visibility Distance Functions; Efficient Omnidirectional Shadow Maps Section 6 3D Engine Design: An Extensible Direct3D Resource Management System; Integrating Shaders into the Vision Rendering Engine; Effect Parameters Manipulation Framework; Shader Visualization Systems for the Art Pipeline; Drawing a Crowd Section 7 Tools Environmental Effects: In-Depth Performance Analyses of DirectX9 Shading Hardware Concerning Pixel Shader and Texture Performance; Shaderbreaker; Generating Shaders from HLSL Fragments Section 8 Environmental Effects: Light Shaft Rendering; Rendering Rainbows; Analytic Model for Daylight with Shaders; Volumetric Clouds

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  • Programming Vertex and Pixel Shaders

    Charles River Media

    Programming Vertex and Pixel Shaders uses a "cookbook" approach to teach beginning to intermediate graphics and game programmers to program shaders in the High-Level Shading Language (HLSL), the primary real0time shading language used in recent game development. The book uses a wide range of examples (over 60) to teach various techniques, ranging from simple real-time lighting to advanced, cutting-edge rendering. The book is broken into eight parts covering introductory material, shadows, high…

    Programming Vertex and Pixel Shaders uses a "cookbook" approach to teach beginning to intermediate graphics and game programmers to program shaders in the High-Level Shading Language (HLSL), the primary real0time shading language used in recent game development. The book uses a wide range of examples (over 60) to teach various techniques, ranging from simple real-time lighting to advanced, cutting-edge rendering. The book is broken into eight parts covering introductory material, shadows, high dynamic range lighting, lighting algorithms, vertex texturing, projective texture mapping, environment cube mapping, and advanced reflectance algorithms (Cook-Torrance, Oren-Nayar, Ward, and Ashikhmin-Shirly).

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  • ShaderX3

    Vertex and Pixel Shader Programming

    Other authors
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  • ShaderX2: Introductions and Tutorials with DirectX 9.0

    Wordware

    ShaderX2: Introductions & Tutorials with DirectX 9 is a collection of articles that provide an introduction to vertex and pixel shader programming using DirectX 9. Nearly a dozen experts in the graphics programming and software engineering fields share their knowledge on a variety of shader programming subjects, including how to integrate shaders written in the High Level Shading Language into your application and how to create shader-friendly 3D models. Other topics discussed are implementing…

    ShaderX2: Introductions & Tutorials with DirectX 9 is a collection of articles that provide an introduction to vertex and pixel shader programming using DirectX 9. Nearly a dozen experts in the graphics programming and software engineering fields share their knowledge on a variety of shader programming subjects, including how to integrate shaders written in the High Level Shading Language into your application and how to create shader-friendly 3D models. Other topics discussed are implementing shadow maps and shadow volumes to create realistic-looking shadow effects, using advanced lighting models, adding fog effects to increase a scene’s realism, and unlocking the new features of the pixel and vertex shader 3.0 models. Additionally, facilitating the shader prototyping process using a new shader development tool is addressed.

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  • ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0

    Wordware

    More than 50 authors have contributed their expertise to ShaderX2: Shader Programming Tips & Tricks with DirectX 9. Divided into six sections, this book focuses on a wide array of shader programming topics, including:
    * Terrain geomorphing
    * Cloth animation using vertex texturing
    * Rendering polygonal objects as thick volumes
    * Hemisphere lighting
    * Rendering volumes using ray tracing
    * Water simulations
    * Precomputed radiance transfer
    * Simulating iridescence and…

    More than 50 authors have contributed their expertise to ShaderX2: Shader Programming Tips & Tricks with DirectX 9. Divided into six sections, this book focuses on a wide array of shader programming topics, including:
    * Terrain geomorphing
    * Cloth animation using vertex texturing
    * Rendering polygonal objects as thick volumes
    * Hemisphere lighting
    * Rendering volumes using ray tracing
    * Water simulations
    * Precomputed radiance transfer
    * Simulating iridescence and translucency
    * Fog effects
    * Simulating real-time depth of field
    * Implementing soft shadows
    * Using effects buffers

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  • Beginning Direct3D Game Programming, Second Edition

    Prima Tech

    With a detailed explanation of vertex and pixel shader programming, coverage of the new Microsoft HLSL (High Level Shader Language), and greater concentration of the fixed function pipeline, the second edition of this popular reference guide will take you farther than you ever imagined! Written by an industry expert, this book will put an end to your struggle to master the concepts. "Beginning Direct3D Game Programming, 2nd Edition" serves as a comprehensive guide for learning DirectX graphics…

    With a detailed explanation of vertex and pixel shader programming, coverage of the new Microsoft HLSL (High Level Shader Language), and greater concentration of the fixed function pipeline, the second edition of this popular reference guide will take you farther than you ever imagined! Written by an industry expert, this book will put an end to your struggle to master the concepts. "Beginning Direct3D Game Programming, 2nd Edition" serves as a comprehensive guide for learning DirectX graphics programming. It allows you to start with the basics and ease your way into graphics and animation. As you work your way through the book, however, you'll get a chance to focus on some advanced shader effects to give your games that extra touch of realism.

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  • Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks with CDROM

    Wordware

    Direct3D ShaderX begins with an introduction to vertex and pixel shader programming and moves on to a wide array of specialized shader tricks contributed by 27 experts in game and graphics programming. These range from character animation and lighting to photorealistic faces and non-photorealistic rendering. Special effects shaders are also presented, including those for such effects as bubbles, rippling water, animated grass, and particle flows.

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  • Beginning Direct3D Game Programming w/CD

    Prima Tech

    Guide to creating Direct 3D games for personal computers, covering all aspects and elements of programming, from objects to file formats. The CD-ROM contains a number of features, including software for creating games, the source code from the text, and games. For beginner to intermediate level gamers. System requirements: CD-ROM drive. Softcover.

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  • OS/2 Warp V4 in Team

    C + L Computer

    Contributional Book in German: wrote the chapter on OpenGL and on DIVE programming; OS/2's API that was supposed to be similar to DirectX / OpenGL.
    The DIVE article describes the implementation of a Comanche like height mapping engine on OS/2 ... with all the bells and whistles like in-line assembly; I believe I even used self-modifying code in the inner loop and my standard compiler was Watcom C 10.0 ... cool compiler :-)

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