Graphics & Engine Engineer
I build the infrastructure that makes graphics possible.
About
I build renderers, physics engines, and the math underneath. Most of my work sits at the intersection of graphics infrastructure, GPU programming, and systems that other people build on top of.
My work spans custom Vulkan engines, neural rendering research, simulation, and independent product engineering. I care about infrastructure rather than app surface area: rendering pipelines, data flow, performance, and the math behind the results.
Recently completed my MSc in Computer Science at Linköping University. Currently interning at Freedo Technology on physics simulation and differentiable rendering. Looking for full-time engineering roles in graphics, rendering, and engine systems.
Experience
Education
Featured Projects
Deferred renderer, Cook-Torrance GGX BRDF, CSM, TAA, SSAO, SSR. Physics with GJK/EPA + BVH. GDExtension for Godot 4.x.
12-camera capture system, 209GB dataset for NeRF/3DGS. 3DGS achieves 11dB PSNR gain on reflective surfaces.
GPU-accelerated fluid simulation with Marching Cubes surface reconstruction and CUDA-OpenGL interop.
Monte Carlo path tracer with BVH acceleration, Russian roulette termination. 40 FPS on RTX 4060 at 1280×720.
Skills
Publication
"Skiing Action Analysis Based on OpenPose"
Intelligent Computer and Applications, 2022