Biography

I completed my Ph.D. in April 2011 in the Graphics Group at Lund University, Sweden, working with professor Tomas Akenine-Möller. I am currently working for Intel Corporation. My research interests include texture compression, stochastic rasterization and the real-time graphics pipeline.

2003-2005 I worked as a developer at Illuminate Labs (now part of Autodesk) on the commercial photo-realistic renderer Turtle™.

My Master Thesis is entitled Variational Shape Design and was part of an internship at Dassault System, Paris, 2002.


Publications

Tomas Akenine-Möller, Robert Toth, Jacob Munkberg, and Jon Hasselgren,
"Efficient Depth of Field Rasterization using a Tile Test based on Half-Space Culling", conditionally accepted to Computer Graphics Forum (submitted in June 2011).
Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Robert Toth, Masamichi Sugihara, and Tomas Akenine-Möller,
"Hierarchical Stochastic Motion Blur Rasterization",
High Performance Graphics 2011.
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, January 2011.
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

Awards

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.