I am a Ph.D. student at Chalmers University of Technology, Departement of Computer Engineering and Science, and a member of the Computer Graphics Group.
My research focuses on parallel programming on GPUs ("GPGPU"), real-time lighting, and shadowing techniques. My supervisor is Ulf Assarsson.
The paper "Real-Time Multiple Scattering using Light Propagation Volumes" is accepted at I3D 2012.



Some work-in-progress pictures..
Small update to the compaction code: some bug fixes and a new inclusive prefix method. There's also a workaround for what seems to be a compiler bug with the 3.1 CUDA Toolkit.
The demo-movie and the presentation slides are now online, both here and at the HPG homepage. I've also uploaded the demo-movie to youtube, so check it out there.
Our paper "Real Time Volumetric Shadows using Polygonal Light Volumes" was accepted at the HPG2010 conference. W00t.

The paper is written together with Erik Sintorn and our supervisor, Ulf Assarsson.
The stream compaction code, chag::pp, is now available under the MIT license.
Some minor adjustments and bugfixes are also included.
Stream Compaction code is now available - it should compile on both nvcc+GCC and nvcc+Visual Studio.
Documentation still needs some work. Also, there are a bunch of possible improvements that could be implemented, a few instructions that one could get rid of in the inner-most loops.
But, now, back to correcting hand-ins. :-(
So, there's finally a homepage, after a few epic battles with HTML+CSS.
Stream Compaction code is soon to follow: there's a minor problem with compilation on nvcc+Visual Studio, where an intermediate file from nvcc (*.cudafe1.cpp) generates errors with cl.exe.
Since I usually run linux+gcc, debugging that problem involved installing Windows and Visual Studio (on vmware, where everything is slowish).