As mentioned in the ‘Short Bio’ above, <strike>recently</strike> some time ago
I completed my Ph.D. focusing on research in real-time rendering and parallel
GPU algorithms. My work there included developing algorithms consider single-
and multiple-scattering in real time, as well as developing the clustered
shading method together with Ola Olsson.
Prior to this, I studied Engineering Physics (“Teknisk Fysik”) and later picked
the Complex Adaptive Systems major.
During my Ph.D., I interned in the Visual Computing team at the Bosch Research
and Technology Center (Palo Alto, CA). There I first got to mess with mobile
graphics, something that has remained a bit of an interest since - especially
when combined with my work in many-light rendering. After returning from Palo
Alto (and before resuming my Ph.D.), I spent a few months at Mindary, a
tech-startup co-founded by my Ph.D. supervisor Ulf
Assarsson. I joined the team looking at
3D-scanning for that time.
I spent some time as a postdoc at the VMML at the
University of Zürich as part of the the DIVA (Data Intensive Visualization and
Analysis) project. The project revolved around large scale data visualization.
Before returning to Chalmers, I briefly visited Disney
Research where I optimized the latency of the
My current position is at the department of Earth and Space
at Chalmers, where my work revolves around high-performance computing on GPUs
(and more recently, devices like the Intel KNL).
- Doctor of Philosophy, Computer Science and Engineering
- Licentiate of Engineering, Computer Science and Engineering
- Master of Science, Complex Adaptive Systems
- “Civilingenjör” (a.k.a. Master of Science in Engineering), Engineering Physics
- 2016-present; Researcher/“GPU Expert” at Chalmers University of Technology
- 2014-2016: Postdoc VMML (University of Zürich)
- 2008-2014: Ph.D. student at Chalmers University of Technology
- 2012 and 2013: Intern in the Visual Computing Team at the Bosch Research and Technology Center in Palo Alto
- 2013: Developer at Mindary
- Chalmers Capoeira Angola / Filhos de Angola Gothenburg (in various roles, ranging from member, to cashier, chair person and assisting trainer) [now defunct].
- F-spexet (as a sound/light technician, which mainly involves carrying heavy equipment; and as responsible for the homepage for Beowulf).
- SNF, Spidera & F6 (these are various committees at for at the physics student’s union at Chalmers – webpages from my years seem to have been lost since.)
About this page
Like my previous homepage, this page
uses a bit of a weird mix of technologies - the choices are mostly based on
curiosity (i.e., stuff that I’d like to mess with and learn more about).
The page uses Wt to do the heavy lifting. Run-time
data is fetched from a Redis key-value store. Some of the content (like this
page) is written in Markdown (not my first choice for a markup language, but it
beats raw HTML, and has nicer-to-integrate parsers than LaTeX), and parsed with
hoedown. I have a custom renderer for
hoedown that extracts stuff like titles and some other meta-data.
Nginx runs in front of all this and also serves static resources. The nginx
process executes in its own container (LXC), as does redis and the
Wt-executable. The host is a VM-ware instance running at GleSys, a swedish
Additionally, the page uses the following resources:
- HighlightJS for code syntax highlighting.
- Font: Alegreya, Alegreya Sans (SIL Open Font License v1.10)
- Font: Source Code Pro (SIL Open Font License v1.10)
- Font: Proxima Nova (licensed from FontSpring)
In the words of Humus:
I shouldn’t need to say this, but wise from experience I’ll do it anyway:
This website is my personal website and does not represent the views of my
employer, former employers or anyone else other than myself. There you have
Presumably this might be a good thing to say – so the same applies here, too!