I received my M. Sc. in Computer Science from Lund University in 2010. Funded by the Intel Corporation I have returned to the Graphics Group to pursue my Ph. D. in computer graphics. I have experience of developing graphics algorithms from working with game development at Ubisoft Massive. My main research focus has been in the field of multi-view rendering techniques, but recent interests include power efficiency of computer graphics algorithms.


Tomas Akenine-Möller and Björn Johnsson
"Performance per What?",
Journal of Computer Graphics Techniques, vol. 1, no. 1, pp. 37-41, 2012.
Björn Johnsson, Per Ganestam, Michael Doggett and Tomas Akenine-Möller,
"Power Efficiency for Software Algorithms running on Graphics Processors",
High Performance Graphics, 2012.
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.
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",
Visual Computer, June 2011


High Performance Computer Graphics (EDAN35), Teaching Assistant