I (Sebastien St-Laurent a.k.a Sebby) hold a degree in Computer Engineering from Sherbrooke University in Quebec (Canada) where I graduated at top of my class in 1999. Since then, I worked on many video game companies including Z-Axis, Microsoft and Neversoft. My interest, focus and passion has always been towards computer graphics but also like to dabble in other domains for the sake of diversity.

I am also a published author who has written “Shaders for Game Programmers and Artists” and “The COMPLETE Effect and HLSL Guide” in addition to my contributions to the ShaderX and GPU Pro book series as a section editor. I have also operated a small publishing company on the side for a few years, translating and publishing “Practical .NET and C#2“, exercising my artistic side in the layout and design of the book itself (see Freelance Work).

Sebastien created this blog as somewhat of a personal and creative outlet, sharing his experiments and discoveries in life and the realm of computer graphics. In essence, his little contribution to the overall signal-to-noise ratio of the vast internet. If there is anything you with to contact me about (other than sending me spam), I can be reached at: sebastien.st.laurent(at)gmail.com

Recent Posts

Oct 4 2012

Blog Migration Completed

Blog Migration from Wordpress to FunnelWeb Completed

Oct 1 2012

Back from a long intermission

Return to a active blogging after a long intermission.

miscnewsdivorcefamily
Mar 21 2012

GPU Pro 4 - Call for Authors

After the success of the first seven entries to the ShaderX book series, of GPU Pro (gpupro.blogspot.com), GPU Pro 2 (gpupro2.blogspot.com) and the soon to be released GPU Pro 3 (gpupro3.blogspot....

computer-graphicsshaders
Jan 12 2012

GPU Pro^3 is available for order

Originally From Eric Haines on the Real-Time Rendering Blog.

Like the title says, GPU Pro3, the next installment of the GPU Pro series, is [amazonlink id="1439887829" target="blank" container="...

computer-graphics
Jan 12 2012

Happy Holidays and New Year for 2012

I just wanted to wish everyone a great new year and thank all my readers for reading.

I realize posts have been sparse over the last few months, and I know this is an understatement. There has be...

misc
Nov 25 2011

Happy Thanksgiving to All!

A quick post to wish everyone a happy Thanksgiving with their friends and family!

I myself have been quite busy lately, hence the lack of posts. Promise to try and do better in the next few weeks ;)

misc
Oct 29 2011

SebbySoft Licensing 1.2.0 Released

Already another version of SebbySoft Licensing released. Got around to putting in most of the initial features I had planned so far and making some general UI improvements. The changes for this ve...

computer-programming
Oct 20 2011

SebbySoft Licensing, My First Commercial Software Release...

I have been more quiet than usual lately, and it was for a reason. I have been working on my first software release as part of my whole plan working toward getting rid of my debt. My efforts with ...

computer-programmingfinancesmisc
Oct 14 2011

Irony .NET Language Implementation Kit

During the writing of my HLSL2GLSL parser, I did some research as to which C# parser framework to use. I did stumble upon Irony, and not Scott Hanselman wrote a blog post about it so I thought I w...

computer-programming
Oct 5 2011

RIP Steve Jobs...

A sad day in history...

Steve Jobs — the man who brought us the iPhone, the iPod and the iMac — has died. The co-founder of Apple was 56 years old. Jobs had been battling a rare form of pancreati...

misc
Oct 2 2011

HLSL to GLSL: Parsing Shader Dissasembly

Finally got around to writing my first in-depth post about my HLSL to GLSL translation work. In this first post, I go over some of the basics and the generation of a grammar that will take basic d...

computer-graphicscomputer-programmingshadersuncategorized
Oct 2 2011

Emulating DLLExport in .Net

One obstacle I have hit in the development of my HLSL to GLSL library was how the library was going to be used by our regular shader pipeline tools. I made an early decision to implement the HLSL ...

computer-programming
Sep 24 2011

Of HLSL, GLSL and MONO.

HLSL to GLSL I have continued my work on my HLSL2GLSL converter using the dissasembly for SM3 HLSL shaders. So far so good as all of my test shaders pass the translator and actually properly compi...

computer-graphicsshaders
Sep 18 2011

HLSL to GLSL: Trial and Tribulations...

As I had mentioned in one of my previous status updates, one of the projects I have been working on is a HLSL to GLSL shader translator. I can't detail why we need this other than to say that I ne...

computer-graphicsshaders
Sep 15 2011

AMD GPU ShaderAnalyzer 1.57, HD 6670 / HD 6450 / Cat11.8 Support

A new update of AMD’s GPU ShaderAnalyzer is up for grabs. This version 1.57 supports the latest Catalyst drivers (11.8) and adds the Radeon HD 6670 and HD 6450 to the list of supported graphics ...

uncategorized
Sep 9 2011

An Analysis of the GPU Market

From the abstract of a GPU market analysis whitepaper by John Peddie Research: Computer graphics is hard work. Behind the images you see in games and movies, or while editing photos or video, some...

businesscomputer-graphics
Sep 4 2011

DALTONISM: Source Code

I decided to take some time and clean up my Daltonism or "Daltonize" test code and release it. Part of the changes were to remove all the funky math and replace it with a proper linear algebra. Th...

computer-graphics
Sep 2 2011

libCL 1.0 released

libCL is an open-source parallel algorithm library written in C++ and OpenCL. Rather than a specific domain, libCL intends to encompass a wide range of parallel algorithms and data structures. The...

computer-graphics
Sep 2 2011

DALTONISM Part 3: Sticking to the Right Color Space

Note: I want to give a big thanks to my coworker Colin Crenshaw for his work and help on this project, and especially for improving the correction algorithm.

I have completed some additional work...

computer-graphics
Sep 2 2011

AMD CubeMapGen is now Open Source

Taken From: Real Time Rendering.

By Naty, from the fame of [amazonlink id="1568814240" target="blank" container="" containerclass="" ]Real Time Rendering, 3rd Edition[/amazonlink]

For a long...

computer-graphics
Sep 1 2011

09/01/11 Update

It has been almost a week since my last post so I thought an update was in order.

I done a little more work on the Daltonism project and the results are more promising this time around. There are...

misc
Aug 27 2011

DALTONISM Part 2: Trial and Error Genetic Algorithm Style

Finally decided to spend a few cycles on the "Daltonize" algorithm. From the previous post, one of the main problems we had with the Daltonize algorithm we found online was the fact that the corre...

computer-graphics
Aug 22 2011

Out at Gamefest 2011 in Seattle, Soaking in Some Education

Last week was an interesting week for me. Did little work on either my texture compression code or the Daltonize color correction.

Spent most of my time working on a new web site, getting back in...

computer-graphicsconferencestexture-compression
Aug 11 2011

No Updates? Been a Busy Bee...

I wanted to send a quick post out saying I am still there. This week has been somewhat busy with work, GPU Pro 3 editing and web project I started working on. So I have been distracted from my usu...

misc
Aug 5 2011

Texture Compression PART 3, VBR Setting Up and Getting Stats

In this part, nothing too exciting. I spent my time creating some of the groundwork necessary to properly process and compress the image using the VBR algorithm. In essence, this consists of takin...

computer-graphicstexture-compression
Aug 4 2011

Interactive Indirect Illumination Using Voxel Cone Tracing

The paper for "Interactive Indirect Illumination Using Voxel Cone Tracing" by Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann has finally been accepted and a version has b...

computer-graphicsglobal-illumination
Aug 3 2011

DALTONISM: Making Games Color Blind Friendly

See Also Part 2 and Part 3 of this series of posts...

UPDATE: I also finally cleaned up my code and released HERE.

One of my coworkers brought up an interesting idea, the fact that most games ar...

computer-graphics
Aug 1 2011

This was a LONG Weekend!

Last weekend was quite long and exhausting dealing with some personal and family issues ~350mi away from home. On top of a trip which was exhausting, the drive back was horrible due to constructio...

misc
Jul 29 2011

Texture Compression: Range Coder

One of the key components of the Mip-Differential VBR compression scheme I was looking at next is based on the use of a Range Coder (which is essentially an integer version of an Arithmetic Coder)...

computer-graphicstexture-compression
Jul 28 2011

Cooking Experiments 2

Keeping up with my sous-vide obsession these days, I whipped up a few more yummy experiments over the past week. I decided to post early as I will be out of town for the weekend therefore won't ha...

cookingmisc
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