Guest Editor's Introduction: Special Section on the Symposium on Interactive 3D Graphics and Games (I3D)
M. McGuire is with Williams College, Department of Computer Science, 47 Lab Campus Drive, Williamstown, MA 01267.
E. Haines is with Autodesk, Inc., 111 Eastwood Avenue, Ithaca, NY 14850. E-mail: firstname.lastname@example.org.
For information on obtaining reprints of this article, please send e-mail to: email@example.com.
Morgan McGuire received the PhD degree from Brown University in 2006. He is an assistant professor of computer science at Williams College. He is the lead author of Creating Games: Mechanics, Content, and Technology and an editor for the Journal of Graphics, Game, and GPU Tools, and served as cochair for the ACM Symposium on Interactive 3D Graphics and Games in 2008 and 2009 and the 2010 ACM Symposium on Non-Photorealistic Animation and Rendering in 2010. Dr. McGuire has contributed to many commercial products including the E-Ink display for the Amazon Kindle, the PeakStream high-performance computing infrastructure acquired by Google, the Titan Quest PC role-playing game, and the Marvel Ultimate Alliance 2 video game for Xbox 360. His current research spans computer vision and video games. He is using video cameras to help computers understand the 3D world around them, and is investigating new design methods for video games to increase interactivity and engagement as well as improve 3D rendering. He incorporates these research ideas into the computer graphics and game design courses that he teaches at Williams College.
Eric Haines received the MS degree from the Program of Computer Graphics at Cornell in 1985. He served as cochair for the ACM Symposium on Interactive 3D Graphics and Games in 2008 and 2009. He started as a researcher in the field of ray tracing, and is the creator of "sphereflake" and other benchmarking scenes. He is a coauthor of An Introduction to Ray Tracing and has published The Ray Tracing News for more than 20 years. He currently works in the area of interactive computer graphics, coauthoring the book Real-Time Rendering, now in its third edition. He is an editor for the ShaderX book series and for the Journal of Graphics, GPU, and Game Tools, and maintainer of the Graphics Gems code repository. He is a lead software engineer at Autodesk, Inc., working on a next-generation interactive rendering system for computer-aided design applications such as AutoCAD and Maya. He is currently implementing robust nonphotorealistic rendering techniques for various illustration styles, including pen and ink, pastels, colored pencil, and watercolor.