I’m a graphics programmer, specializing in low-level OpenGL / DirectX, and other GPU-related development.
I currently work at Collabora, as a Principal Engineer.
I’ve previously worked at Hue AS, building big-scale data visualization software for the Oil and Gas industry.
Before that, I was one of the first employees at Falanx Microsystems (later aquired by ARM), where I worked on the ARM Mali line of GPUs, with an emphasis on the OpenGL ES drivers.
You can read more about my professional career on my LinkedIn profile.
I’m also actively contributing to Demoscene productions, in particular under the label Excess. The other currently active half of Excess is Bent “gloom” Stamnes, whom I also happen to work with in my day-job.
I’ve made a lot of demos, and some other notable labels I’ve released under are:
The videos on the top of this page showcase some of these demos.
I’ve also been involved in organizational work in the demoscene, for instance:
- Being an organizer of the creative competitions at The Gathering in 2001 and 2002.
- Being a Creative Mentor at The Gathering 2012.
- Organizing Kindergarden in 2003 through 2007.
- Taking part in the Meteoriks jury in 2018.
You can find the source code of most of my works on GitHub. Here’s some highlighted projects, though:
- Rocket: This is a sychronization tool for demoscene productions. It’s written in C/C++, using Qt for the user interface.
- Grate: This is a reverse-engineered driver for the NVIDIA Tegra 2 GPU. It’s developed in cooperation with Thierry “tagr” Reding and Dmitry “digetx” Osipenko.
- Pimpmobile: This is a MOD/XM music playback engine for the Nintendo Game Boy Advance. It’s developed in cooperation with Jørn Nystad.
- Very Last Engine Ever: This is the source code of most of my demos. It’s an aging code-base that uses DirectX 9 for rendering.
- Even Laster Engine: This is a rather hacky, but new demo-engine which is the basis for my recent demos. It uses Vulkan 1.0 for rendering.