Biography sketch

I completed my Ph.D. in April 2011 in the Computer Graphics Group at Lund University, Sweden, under the supervision of Prof. Tomas Akenine-Möller, and obtained the title of Docent (Reader) in Computer Science at Lund University in November 2014.

I currently work for NVIDIA Corporation in the Research division.

2008-2016: Intel Corporation as researcher and then senior research scientist in the Advanced Rendering Technology team.

Co-founder of Swiftfoot Graphics, a technology startup focusing on culling technology and efficient multi-view graphics, which was acquired by Intel in 2008.

Active member of the High Performance Graphics conference committee. Co-paper chair 2012 and co-program chair 2015.

Associate editor for The Visual Computer 2014-2016.

Main lecturer in the Computer Graphics: Introduction to 3D course at Lund University in 2012 and 2013. I developed new course material, including all lectures. If you are interested in taking this course, or have comments or suggestions about the course content, feel free to contact me.

Assistant supervisor for three great Ph.D. students at Lund University: Björn Johnsson, Magnus Andersson and Pierre Moreau.

2003-2005, software developer at Illuminate Labs (now part of Autodesk) on the commercial photo-realistic ray tracer Turtle™.

Master Thesis entitled Variational Shape Design, performed as part of an internship at Dassault System, Paris, 2002.


Course talk at ACM SIGGRAPH 2011, entitled Toward a Blurry Rasterizer, in the Beyond Programmable Shading course.



Jacob Munkberg, Jon Hasselgren, Petrik Clarberg, Magnus Andersson, and Tomas Akenine-Möller, "Texture Space Caching and Reconstruction for Ray Tracing",
ACM Transactions on Graphics, vol. 35, no. 6 (SIGGRAPH Asia), 2016.
Attila Afra, Carsten Benthin, Ingo Wald and Jacob Munkberg
Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs
High Performance Graphics 2016


Magnus Andersson, Jon Hasselgren, Jacob Munkberg and Tomas Akenine-Möller
Filtered Stochastic Shadow Mapping Using a Layered Approach
Computer Graphics Forum, Volume 34, Issue 8, 2015 bibtex
Jon Hasselgren, Jacob Munkberg and Karthik Vaidyanathan
Practical Layered Reconstruction for Defocus and Motion Blur
Journal of Computer Graphics Techniques, Volume 4, Issue 2
Karthik Vaidyanathan, Jacob Munkberg, Petrik Clarberg, and Marco Salvi
Layered Light Field Reconstruction for Defocus Blur
ACM Transactions on Graphics (TOG) Volume 34 Issue 2, February 2015


Jacob Munkberg, Karthik Vaidyanathan, Jon Hasselgren, Petrik Clarberg, and Tomas Akenine-Möller
Layered Reconstruction for Defocus and Motion Blur
Computer Graphics Forum, Volume 33, Issue 4, (Eurographics Symposium of Rendering, 2014)
Petrik Clarberg and Jacob Munkberg
Deep Shading Buffers on Commodity GPUs
ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia 2014), vol. 33(6), 2014
Karthik Vaidyanathan, Marco Salvi, Robert Toth, Tim Foley, Tomas Akenine-Möller, Jim Nilsson, Jacob Munkberg, Jon Hasselgren, Masamichi Sugihara, Petrik Clarberg, Tomasz Janczak, Aaron Lefohn
Coarse Pixel Shading
High Performance Graphics 2014


Carl Johan Gribel, Jacob Munkberg, Jon Hasselgren, and Tomas Akenine-Möller
" Theory and Analysis of Higher-Order Motion Blur Rasterization"
High Performance Graphics, 2013. bibtex
Petrik Clarberg, Robert Toth, and Jacob Munkberg
" A Sort-based Deferred Shading Architecture for Decoupled Sampling"
ACM Transactions on Graphics (Proceedings of SIGGRAPH 2013), vol. 32(4). bibtex
Magnus Andersson, Jacob Munkberg, and Tomas Akenine-Möller,
"Stochastic Depth Buffer Compression using Generalized Plane Encoding",
Computer Graphics Forum (Proceedings of Eurographics 2013). bibtex


Jacob Munkberg, Robert Toth, and Tomas Akenine-Möller,
"Per-Vertex Defocus Blur for Stochastic Rasterization",
Computer Graphics Forum (Eurographics Symposium on Rendering),
vol. 31, no. 4, pp. 1385--1389, 2012. bibtex
Carsten Dachsbacher, Jacob Munkberg and Jacopo Pantaleoni (Editors)
"Proceedings of High-Performance Graphics 2012". bibtex
Jim Nilsson, Petrik Clarberg, Björn Johnsson, Jacob Munkberg, Jon Hasselgren, Robert Toth, Marco Salvi, and Tomas Akenine-Möller,
"Design and Novel Uses of Higher-Dimensional Rasterization",
High Performance Graphics, 2012.
Jacob Munkberg and Tomas Akenine-Möller,
"Hyperplane Culling for Stochastic Rasterization",
Eurographics 2012 - Short Papers. bibtex
Tomas Akenine-Möller, Robert Toth, Jacob Munkberg, and Jon Hasselgren,
"Efficient Depth of Field Rasterization using a Tile Test based on Half-Space Culling",
Computer Graphics Forum, vol. 31, no. 1, pp. 3-18, 2012. (submitted in June 2011). bibtex


Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Robert Toth, Masamichi Sugihara, and Tomas Akenine-Möller,
"Hierarchical Stochastic Motion Blur Rasterization",
High Performance Graphics 2011, pp. 107-118. bibtex
Jacob Munkberg
"Towards a High Quality Real-Time Graphics Pipeline",
PhD Thesis, April 2011. bibtex
Magnus Andersson, Björn Johnsson, Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, and Tomas Akenine-Möller,
"Efficient Multi-view Ray Tracing using Edge Detection and Shader Reuse",
The Visual Computer, June 2011.
Jacob Munkberg and Tomas Akenine-Möller,
"Backface Culling for Motion Blur and Depth of Field",
Journal of Graphics, GPU, and Game Tools, vol. 15, no. 2, pp. 123-139, 2011. bibtex


Jacob Munkberg, Jon Hasselgren, Robert Toth and Tomas Akenine-Möller,
"Efficient Bounding of Displaced Bézier Patches",
High Performance Graphics, pp. 153-162, 2010. bibtex


Jon Hasselgren, Jacob Munkberg and Tomas Akenine-Möller,
"Automatic Pre-Tessellation Culling",
ACM Transactions on Graphics, 28(2):19, 2009. bibtex


Jacob Munkberg, Jon Hasselgren and Tomas Akenine-Möller,
"Non-Uniform Fractional Tessellation",
Graphics Hardware, pp. 41-45, 2008. bibtex

Jacob Ström, Per Wennersten, Jim Rasmusson, Jon Hasselgren, Jacob Munkberg, Petrik Clarberg and Tomas Akenine-Möller
"Floating-Point Buffer Compression in a Unified Codec Architecture",
In Proceedings of Graphics Hardware 2008, pp. 75-84. bibtex

Jacob Munkberg, Petrik Clarberg, Jon Hasselgren and Tomas Akenine-Möller
"Practical HDR Texture Compression"
Computer Graphics Forum, vol. 27(6), pp. 1664-1676, 2008. bibtex


Erik Månsson, Jacob Munkberg and Tomas Akenine-Möller
"Deep Coherent Ray Tracing"
IEEE - Symposium on Interactive Ray Tracing 2007, pp. 79-85, 2007. bibtex

Jacob Munkberg, Ola Olsson, Jacob Ström and Tomas Akenine-Möller
"Tight Frame Normal Map Compression"
Graphics Hardware, pp. 37-40, 2007 bibtex

Tomas Akenine-Möller, Jacob Munkberg, and Jon Hasselgren
"Stochastic Rasterization using Time-Continuous Triangles"
Graphics Hardware, pp. 7-16, 2007. bibtex


Jacob Munkberg, Tomas Akenine-Möller and Jacob Ström,
"High-Quality Normal Map Compression",
Graphics Hardware, pp. 95-102, 2006. bibtex

Jacob Munkberg, Petrik Clarberg, Jon Hasselgren and Tomas Akenine-Möller,
"High Dynamic Range Texture Compression For Graphics Hardware",
ACM Transactions on Graphics (Proceedings of SIGGRAPH 2006), pp. 698-706. bibtex


Co-creator of live cinema show Grains and Pixels, awarded with Special Recognition Prize, CynetArt Festival 2006, Dresden and Prix Möbius Nordica Experimental, Pixelache Highlights 2007, Helsinki.