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 thesis is done. It was hosted at SICK IVP in Linköping and asked a fairly blunt question about industrial inspection: if you recover a surface's geometry and material from photographs, do scratches get easier to find than they were in the photograph? Mostly they don't. The raw images won, even when I skipped the estimation step and handed the detector perfect ground truth. What did hold up was reuse. Change how a surface looks but leave its shape alone, and the recovered geometry still finds the scratches when the image-based version can't. One 6 HP course stands between me and the degree. I'm taking it now, so November 2026.
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 Graphics the 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. Lately that's a volumetric cloud renderer in C++ and OpenGL, raymarching a 3D texture built in a compute shader. 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.
The next things are further down the stack. I've started a physics engine in C++, and I've just begun with Vulkan after a few years of OpenGL, mostly because I want the memory and the scheduling to be my problem. I'm working through .NET as well, since a lot of the engineering I want to do isn't rendering. All three are early. That's what the next year is for.
I'm looking for strong engineering work in systems, graphics, vision, or simulation. Graphics and GPU work is where I'm strongest, and industry-adjacent work in the same space as my thesis (vision, simulation, perception) is just as compelling. A full-time research role would tempt me too, if the project is the right kind of strange.