Author of the book Ekte Programmering, with Sjur Julin. It's a book about programming, programmers, programs, and pop culture, in Norwegian language. Order it directly on lulu.com.
I write ultra-high-performance code. I do what's needed when it's needed. I write code in C and intrinsics, C++ when needed, assembler when necessary, and GLSL if there's a GPU available. Some of the architectures I've used are: Motorola 68000, PowerPC, ARM, TriMedia/PNX (fun), Texas Instruments DSPs (crap), Mellanox TILE-Gx (great), Intel SSE/AVX variants, and NVidia Tegra X1/X2/Xavier.
My main area is code optimization and parallelization, but I've made video pipelines, threading frameworks, menu systems, camera controllers, communication systems, fast encryption and hashing routines, laser galvanometer controllers, and fixed alot of obscure bugs. And that's just professionally: I do a lot of hacking in my spare time, too. There's plenty of examples in the Source Code section.
I worked for Stingray Marine Solutions AS 2018-2020. Killing sea lice with a laser is awesome! Before that, I worked for Cisco. And before that, TANDBERG, the video conferencing company. TANDBERG was pretty great. Cisco wasn't. I also worked for PCTVNet back in the day.
I've made several videos over the years, demonstrating what I do. Here's some of the latest ones. There's lots more in the Videos section.
In 2021, Sjur Julin made the launch video for the book Ekte Programmering. Yep, that's his 70s typewriter and Sovtek amp. And just before that, we made a new version of the 2017 Xmas Demo dubbed the 2020 Xmas Demo. It displays a set of cool shader effects in 1080p60. The 2017 version was made specifically for the NVidia Tegra X2 running Android. This new version compiles for any GPU, CPU, and OS combination. And we replaced everything but the shaders.
In 2019, we remastered two old Triumph Amiga demos from The Gathering 1996 and 1997 called Dreamscape and Eclipse: The Final Cut. We also restored an old VHS tape containing some other fun Triumph animations. This is documented in the book.
In 2019, I took the Julia Quaternion shader by Keenan Crane, fixed some bugs and made a multi-threaded CPU version. Spent some time figuring out how to increase the quality without generating more noise. It's documented in the book. And in 2017, I made a raytracer for the NVidia Tegra X1 called GPURay that uses the CPU to do some preprocessing for the GPU, for a total of 128 spheres and shadows in 1080p60.
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For professional enquiries, contact Ignorantus AS.
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