I'm finishing an MSc in Media Technology and Engineering at Linköping University, with the focus pulled hard toward computer graphics, GPU programming, and applied machine learning. My master's thesis is hosted at SICK IVP in Linköping, where I'm working on inverse rendering for industrial inspection — recovering scene geometry and materials from imagery to support automated quality assessment.
I came at graphics through art — years of figure and gesture studies, then a media technology degree for the practicality plus the graphics angle I'd been curious about as a gamer. Code turned out to be a way to build worlds the way drawing built faces and figures. TNCG15 — Advanced Global Illumination is what made me a graphics programmer proper, and TSBK07 — Computer Graphicsthe semester after dropped me into parallel programming. I haven't really left.
Most of what I build lives on the line between graphics and systems: GPU-driven voxel engines, fragment-shader path tracers, procedurally generated worlds. I like the work that asks you to think at two levels at once — the high-level structure of what's being rendered, and the low-level mechanics of how the GPU is actually executing it. The projects above are mostly me chasing that.
After graduation, I'd love to land on a graphics or rendering team at a game studio, or industry-adjacent work in the same space as my thesis — vision, simulation, perception. A full-time research role would tempt me too, if the project is the right kind of strange.