Real-Time 3D
Unreal Engine, Unity, real-time visualization, interactive prototyping, and performance-focused development.
Computer graphics · Spatial computing · Real-time 3D
I'm
I work at the intersection of game development, real-time 3D, spatial computing, and human-computer interaction. My background combines a PhD in computer graphics and visualization with more than two decades of programming and hands-on experience in research, product development, teaching, mixed reality, image processing, and visual effects.
Unreal Engine, Unity, real-time visualization, interactive prototyping, and performance-focused development.
Mixed reality, OpenXR, ARKit, ARCore, Meta XR, Vuforia, user-perspective rendering, and spatial interaction.
C++, C#, OpenGL, GLSL, OpenCV, MATLAB, depth data, camera calibration, tracking, and reconstruction.
3ds Max, V-Ray, Blender, vector and raster design, nonlinear film editing, visual effects, and photography.
I began programming on the Amiga 500 and studied computer hardware engineering before working in film production, editing, and visual effects. That combination of technology and visual storytelling led me to advanced computer graphics, followed by an MSc and PhD in computer graphics and visualization. Since then, I have developed research prototypes, real-time 3D applications, mixed-reality experiences, and interactive systems across academic and industry settings.
Linköping University
Perspective-correct hand-held augmented reality for improved graphics and interaction.Linköping University
Large-scale audience interaction using 3D depth-sensor data and gesture detection.Tehran Institute of Technology
Azad University, Tehran
Pointy Pixel, Malmö, Sweden
IKEA Marketing & Communication AB, Inter IKEA of Sweden
SForsbergs Skola, Stockholm, Sweden
Linköping University, Sweden
Linköping University, Sweden
Linköping University, Sweden
A selection of research, visualization, mixed-reality, and interactive projects.
A Review of Current, Complete Augmented Reality Solutions. International Conference on Cyberworlds.
Wand-Like Interaction with a Hand-Held Tablet Device. A study on selection and pose manipulation techniques. Information.
Popular Performance Metrics for Evaluation of Interaction in Virtual and Augmented Reality. International Conference on Cyberworlds.
A User Study on Touch Interaction for User-Perspective Rendering. Hand-held video see-through augmented reality. Springer.
Device Registration for 3D Geometry-Based User-Perspective Rendering. Lecture Notes in Computer Science.
A Perspective Geometry Approach to User-Perspective Rendering. ACM VRST.
Contact
Malmö, Sweden