Petrik Clarberg, Ph.D.

Computer graphics researcher
Intel Corporation


personal e-mail: petrik.clarberg (at) gmail.com

 

Biography

I am currently working in the Advanced Rendering Technology (ART) team at Intel in Lund, Sweden since December 2008. My research focus lies on new graphics architectures, power efficiency, shading reduction, and advanced shading and rendering methods.

In the past, I have co-founded a technology startup named Swiftfoot Graphics, developing innovative graphics hardware algorithms. I earned my PhD and MSc degrees in Computer Science and Engineering from Lund University, under the supervision of Prof. Tomas Akenine-Möller.

Part of my studies were spent as a guest researcher at the University of Montreal, working with Victor Ostromoukhov, and at the University of California, San Diego, working with Henrik Wann Jensen and Wojciech Jarosz. Previous to that, I spent one year at the National University of Singapore (NUS).

My personal research interests include Monte Carlo algorithms, in particular importance sampling, as well as ray tracing, graphics hardware algorithms, stochastic rasterization and associated techniques, and new disruptive graphics technology at large.

Publications

Petrik Clarberg and Jacob Munkberg
Deep Shading Buffers on Commodity GPUs
ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia 2014), vol. 33(6), pp. 227:1-227:12, 2014. bibtex
Petrik Clarberg, Robert Toth, Jon Hasselgren, Jim Nilsson, and Tomas Akenine-Möller
AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors
ACM Transactions on Graphics (Proceedings of SIGGRAPH 2014), vol. 33(4), pp. 141:1-141:12, 2014. bibtex
Karthik Vaidyanathan, Marco Salvi, Robert Toth, Tim Foley, Tomas Akenine-Möller, Jim Nilsson, Jacob Munkberg, Jon Hasselgren, Masamichi Sugihara, Petrik Clarberg, Tomasz Janczak, and Aaron Lefohn
Coarse Pixel Shading
High Performance Graphics, pp. 9-18, 2014. bibtex
Jacob Munkberg, Karthik Vaidyanathan, Jon Hasselgren, Petrik Clarberg, and Tomas Akenine-Möller
Layered Reconstruction for Defocus and Motion Blur
Computer Graphics Forums (Proceedings of EGSR 2014), vol. 33(4), pp. 81-92, 2014. bibtex
Karthik Vaidyanathan, Jacob Munkberg, Petrik Clarberg, and Marco Salvi
Layered Light Field Reconstruction for Defocus Blur
ACM Transactions on Graphics (to appear). 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), pp. 141:1-141:10. 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. bibtex
Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Robert Toth, Masamichi Sugihara, and Tomas Akenine-Möller
Hierarchical Stochastic Motion Blur Rasterization
High Performance Graphics, 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 (Proceedings of CGI 2011), vol. 27(6-8), June 2011. bibtex
Petrik Clarberg, Robert Toth, Jon Hasselgren, and Tomas Akenine-Möller
An Optimizing Compiler for Automatic Shader Bounding
Computer Graphics Forum (Proceedings of EGSR 2010), vol. 29(4), pp. 1259-1268. bibtex
Petrik Clarberg and Tomas Akenine-Möller
Exploiting Visibility Correlation in Direct Illumination
Computer Graphics Forum (Proceedings of EGSR 2008), vol. 27(4), pp. 1125-1136. bibtex
Petrik Clarberg
Fast Equal-Area Mapping of the (Hemi)Sphere using SIMD (preprint)
Journal of Graphics Tools, vol. 13(3), pp. 53-68, 2008. source  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
Petrik Clarberg and Tomas Akenine-Möller
Practical Product Importance Sampling for Direct Illumination
Computer Graphics Forum (Proceedings of Eurographics 2008), vol. 27(2), pp. 681-690. bibtex
Fabrice Rousselle, Petrik Clarberg, Luc Leblanc, Victor Ostromoukhov, and Pierre Poulin
Efficient Product Importance Sampling using Hierarchical Thresholding
The Visual Computer (Proceedings of CGI 2008), vol 24(7-9), pp. 465-474. bibtex
Henrik Malm, Magnus Oskarsson, Eric Warrant, Petrik Clarberg, Jon Hasselgren, and Calle Lejdfors
Adaptive enhancement and noise reduction in very low light-level video
In Proceedings of ICCV 2007, pp. 1-8. 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
(Technical Report 92, ISSN 1404-1200, Lund University, August 2007.)
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
Petrik Clarberg, Wojciech Jarosz, Tomas Akenine-Möller, and Henrik Wann Jensen
Wavelet Importance Sampling: Efficiently Evaluating Products of Complex Functions
ACM Transactions on Graphics (Proceedings of SIGGRAPH 2005), pp. 1166-1175. bibtex

Theses

Petrik Clarberg
Hierarchical Variance Reduction Techniques for Monte Carlo Rendering
Ph.D. Dissertation, Department of Computer Science, Lund University, Oct 2012. Publicly defended on Dec 7, 2012. Faculty opponent: Jason Lawrence. bibtex
Petrik Clarberg
Efficient Sampling of Products of Functions using Wavelets
M.Sc. Thesis, Department of Computer Science, Lund University, March 2005. bibtex