Computer graphics is divided into three main areas: 3D modelling, animation, and rendering. Interesting projects with modelling include procedural generation of content for applications such as entertainment, architecture or archeology. This overlaps with possible projects in visualisation, and questions in human perception. Current research topics in animation involve how to model motion to avoid perceptual anomalies such as the 'uncanny valley' effect. Perceptually realistic rendering requires accurate simulation of the physical properties of materials and the behaviour of light. As realistic computer graphics imagery is computationally expensive interesting topics include local reflection models, global light transport, and the whole realistic image synthesis pipeline through to image display. The human observer does not use all the information computed in the scene. By removing perceptually unnecessary details we can explore how to reduce overhead in rendering algorithms. In order to make this improvement we must increase our understanding of models of human visual perception. We validate this approach using psychophysical experiments, objective difference metrics, and eye tracking technology. Pervasive eye tracking technology enables novel input modalities in many applications. One area of research is the impact on the next generation of games, measuring its viability in comparison to traditional input devices, while other areas include accessibility for disabled users, and fusion with other input modalities such as voice.


Please contact me if you are interested in an BSc/MSc project in computer science (computer graphics and digital game development) (URL).

  • Computer Graphics (Modelling, Rendering, Animation)
  • Visualisation
  • Visual Computing
  • Digital Game Development 
  • Motion Capture
  • Eye Tracking
  • Other topics within computer science (experiments)

More information about some example projects can be found here.


  • Mr Diego Navarro (2015-)
  • Mr Petar Jercic (2014-)


  • Mr Stefan Petersson (2012-) (on hold)
  • Mr Francisco Lopez Luro (2010-) (paper presented at APGV 2010) (on hold)
  • Mr Wei Wen (2014-)


  • Mr Jonas Axelsson (2017-)
  • Mr Adam Byhlén (2017-)
  • Mr Joachim Petterson and William Moberg (2017-)
  • Mr Filip Hintze and Daniel Hildesson (2017-)
  • Mr Philip Andersson (2015-)
  • Mr Christopher Petersson (2015-) (co-supervised with Francisco Lopez Luro)
  • Mr Daniel Carlsson (2015-) (co-supervised with Francisco Lopez Luro)


  • Mr Sebastian Lundgren and Mr Max Larsson (2017-)
  • Mr Erik Pettersson (2017-)
  • Mr David Wigelius (2017-)
  • Mr Johan Ganeteg (2017-)
  • Mr Sebastian Hallin (2017-)
  • Ms Olivia Brännlund (2017-)
  • Mr Anton Gillén (2016-) (co-supervised with Francisco Lopez Luro)
  • Ms Olivia Lau and Nicklas Wallander (2016-)
  • Mr Oskar Hellstroem (2016-)
  • Mr Martin Nygren (2016-)
  • Mr Magnus Quach (2016-) (co-supervised with Francisco Lopez Luro)


  • Mr Tobias Andersson (2016) - Facial Feature Tracking and Head Pose Tracking as Input for Platform Games
  • Mr Alexander Petrini och Mr Henrik Forslin - Evaluation of Player Performance with a Brain Computer Interface and Eye Tracking Control in an Entertainment Game Application (2016)
  • Mr Jonas Göransson - A Temporal Stable Distance to Edge Anti-Aliasing Technique for GCN Architecture (2014/2015)
  • Mr Chai Yi - A novel progressive mesh representation method based on the half-edge data structure and √3 subdivision (2014/2015)
  • Mr Jarl Larsson - Performance of Physics-Driven Procedural Animation of Character Locomotion for Bipedal and Quadrupedal Gait (2014/2015)
  • Mr David Gustavsson - Interaction with a 3D modeling tool through a gestural interface: an Evaluation of Effectiveness and Quality (2014)
  • Mr Diego Navarro - Improving Player Performance by Developing Gaze Aware Games (2014) (Position paper accepted for EyePlay in Toronto)
  • Mr Robin Thunström - Passive Gaze-contingent techniques relation to system latency (2014)
  • Mr Daniel Palm: Eye on the Prize - Enhancing Realism during Interaction towards Non-Player-Characters with Natural Eye Movements (2013)
  • Mr Muhammad Azam and Mr Luqman Ahmad: A Comparative Evaluation of Usability for the iPhone and iPad (2011)
  • Mr Jan Kamp: Gaze-Based Paint Program with Voice Recognition (2009/2010) (Thesis URL, paper presented at NGCA 2011)
  • Mr Alan Purvis: Procedural Generation and Evaluation of Large-Scale Flora Ecosystems (2009/2010) (paper presented at TPCG 2010 and poster at APGV 2010)
  • Mr Brendan Fields: Interactive Volume Rendering using CUDA (2008/2009)
  • Mr Jonathan O'Donovan: Gaze and Voice Based Game Interaction (2008/2009) (paper presented at EG Ireland 2009)
  • Mr David Whelan: Real-time Rendering of Translucency in Skin (co-supervised with Dr Diego Gutierrez, University of Zaragoza, Spain) (2008/2009) (journal paper URL)


  • Ms Sumaya Ahmed: Task-Map Plugin for Maya (2005)
  • Ms Ivana Rudolfova: High-Fidelity Rendering of the Interior of an Egyptian Temple (2004) (paper presented at CESCG 2004)


  • Mr Dennis Olsen - XXX (2016/2017), Supervised with Hans Tap.
  • Mr Mattias Sjöblom - Investigating Gaze Attraction to Bottom-Up Visual Features for Visual Aids in Games (2016)
  • Ms Julia Karlsson - Using graphical attributes to influence the perception of safety in a 3D environment (2016)
  • Mr Albin Norlin - En jämförelse mellan teckenbaserade och grafiska lösenord: Fokuserad på användarvänlighet och säkerhet (2016)
  • Mr Isak Stensmar - Steganografi i bilder: En studie om bildformat och visuella vildrepresentationers påverkan vid lagring av data med hjälp av en steganografisk metod (2016)
  • Mr Max Kaspersson - Facial Realism Through Wrinkle Maps: The Perceived Impact of Different Dynamic Wrinkle Implementations (2015)
  • Mr Andreas Lambrant - A Preferred Visual Appearance for Game Avatars based on Color Theory (2015) (paper presented at ACM SIGGRAPH Symposium on Applied Perception 2015)
  • Ms Sofie Höglund: Portningsprocessen för en applikation - Att porta en applikation mellan två motorer (2014/2015)
  • Mr Karl Åbom: Comparison of effectiveness in using 3D-audio and visual aids in identifying objects in a three-dimensional virtual environment (2014)
  • Mr Dimitri Kajhanidis: Automatiserad riggning och tidssparande (2013), supervised with Jonas Petersson
  • Mr Marcus Faleij and Mr Alexander Ivannikov: Cascaded Deferred Rendering (2013)
  • Mr Pontus Holmertz Liljekvist and Mr Andreas Zsigmond: Real-Time Tesselation - A Region of Interest Based Technique Suited for Game Applications (2013), supervised with Stefan Petersson
  • Mr Alve Andersson: Att sticka ut i mängden - En studie av tekniker för variation av instansierade modeller (2013), supervised with Jonas Petersson
  • Mr Erik Wadstein: Artistic Techniques to Influence Navigational Behavior in 3D-Games (2013), supervised with Martin Lanner
  • Mr Rob Howley: Studying the Effect of Participating Media on Human Visual Attention (2009/2010)
  • Mr Declan O'Sullivan: Investigating User Preference of Dialogue Boxes in Computer Games (2009/2010)
  • Mr Gregory Porter: Visualising the Ray Tracing Algorithm (2009/2010)
  • Mr Adam Taylor: Wii Juggling (2009/2010)
  • Mr Alan Purvis: Global Illumination Renderer (2008/2009)


  • Mr Tom Wilcox, Mr Mike Evans, Mr Chris Pearce, Mr Nick Pollard: Revenge of the Killer Penguins (Gaze and Voice Controlled Game)
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