
J.B., Addison-Wesley's External Reviewer:
"Pelzer provides an excellent course on implementing this difficult but powerful effect in real-time.
Overall this is a wonderful, clean and informative article."

Publications
Referenced Articles: Three of Kurt's technology articles have been used for reference in the latest edition of the book 'Real-Time Rendering', the bible of graphics programming.

Game Engine Gems 1
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"Inter-Process Communication Based on Your Own RPC Subsystem" (pp.339-349).
Released by Jones and Bartlett Publishers (J&B), 2010
About the book:
Game Engine Gems brings dozens of brand new articles from leading software engineering professionals together in a single volume. Each "gem" in this book presents a previously unpublished technique related to game engines and real-time virtual simulations, and each one is supported by many years of experience and wisdom possessed by the authors. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations.
ShaderX5
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"Pre-Processing of Complex, Static Scenes for Fast Real-Time Graphics" (pp.107-114).
Released by Charles River Media / Thomson, 2007
About the book:
ShaderX5 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!
ShaderX4
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"Indicator Materials" (pp.513-522).
Released by Charles River Media, Inc., 2006
About the book:
ShaderX4: Lighting & Rendering is a new volume in this successful series. All
of the articles are brand new and provide graphics and game programmers with innovative,
ready-to use techniques and tips for programming cutting-edge shaders. All of the
techniques are written by pros and each section is edited by an industry expert.
These techniques have evolved from work on movies, games, and animation. By using
these techniques, programmers will become more efficient and better prepared to
overcome a variety of shader programming challenges.
GPU Gems 2
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"Optimizing Resource Management with Multistreaming" (pp.75-90).
Released by Addison-Wesley Professional & NVIDIA, 2005
About the book:
Rémi Arnaud (Graphics Architect at Sony Computer Entertainment): "GPU Gems 2 isn’t
meant to simply adorn your bookshelf—it’s required reading for anyone trying to
keep pace with the rapid evolution of programmable graphics. If you’re serious about
graphics, this book will take you to the edge of what the GPU can do."
Gary McTaggart (Software Engineer at Valve, Creators of Half-Life and Counter-Strike):
"The topics covered in GPU Gems 2 are critical to the next generation of game engines."
GPU Gems
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"Rendering Countless Blades of Waving Grass" (pp.107-121).
Released by Addison-Wesley Professional & NVIDIA, 2004
About the book:
David Kirk (Chief Scientist at NVIDIA): "This collection will allow programmers to benefit
from the exciting progress already made, and it will enable tomorrow's developers to stand on
the shoulders of giants, the pioneers of programming GPUs. It's up to you to take the next steps of innovation!"
Tim Sweeney (Lead Programmer of Unreal Engine at Epic Games): "GPU Gems is a cool toolbox of advanced
graphics techniques. Novice programmers and graphics gurus alike will find the Gems practical,
intriguing and useful."
Game Programming Gems 4
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"Combined Depth and ID-Based Shadow Buffers" (pp.411-425).
Released by Charles River Media, Inc., 2004
About the book:
Uncover the secrets of the game industry’s best programmers with the newest volume
of the Game Programming Gems series.With over 60 all new techniques, Game Programming
Gems 4 continues to be the definitive resource for developers. Written by expert
game developers who make today’s amazing games, these articles not only provide
quick solutions to cutting-edge problems, but they provide insights that you’ll
return to again and again. They’ll spark your creativity and inspire your own discoveries.
ShaderX2
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"Advanced Water Effects" (pp.207-225).
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"Advanced Sky Dome Rendering" (pp.240-250).
Released by Wordware Publishing, Inc., 2004
About the book:
Divided into six sections, this book focuses on a wide array of shader programming
topics, including: Rendering techniques & Water simulations.Level: Advanced;
Category: Game and graphics programming / DirectX.
Additional Interviews, Quotes & Testimonials
Reviewer for SIGGRAPH conferences
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SIGGRAPH 2021 - Virtual 9-13 Aug
SIGGRAPH 2023 - Los Angeles+ 6-10 Aug
SIGGRAPH 2024 - Denver+ 28 Jul - 1 Aug
Reviewing research papers for SIGGRAPH 21, 23 & 24 demonstrates Kurt's commitment and
dedication to his field and to the broader computing discipline.