IKEA's Journey Through 3D Visualization and Spatial Computing
27-minute keynote at AWE 2024 in the US. Most-watched talk from the event — over 17,000 views within 20 days.
Watch →Hello, I'm
Passionate about Spatial Computing, 3D and anything Neural Network.
VP of Labs at Physicl.ai — formerly 18 years at IKEA.
November 2025 —
Helping drive the next revolution in AI — beyond text and images — into spatially aware, 3D-powered intelligence. What I like to call Physical AI or World Models: where AI doesn't just see or read, but actually understands space.
I first met Alex and the Physicl team during the IKEA Bootcamp in 2017, where they were selected from over a thousand applicants. Today, Alex has built the company grounded in scalable 3D, now expanding into the frontier I'm most passionate about: the fusion of 3D and AI.
At Physicl, I focus on spatial reasoning AI, leveraging their vast dataset of 3D scenes to push the limits of what's possible.
Two distinct chapters — first pioneering digital 3D production at scale, then leading the innovation efforts that prepared IKEA for a spatially aware, AI-supported future.
Built and led an innovation team preparing IKEA for a spatially aware, AI-supported future. Ignited IKEA's involvement in open standards with AOUSD and MSF. Contributed to the Khronos Group for five years, serving as Vice President and helping shape future-forward industry collaborations including 3D Commerce.
Pioneered CG/3D for high-end photorealistic image production at scale — bringing digital visuals alongside traditional photography to a global audience. IKEA's catalogue became a landmark example of the invisible transition from photography to full 3D renders.
Last recorded talk at IKEA — AWE 2024, US
IKEA wins VR Award — most creative use for marketing, 2017
3D live presentation after the first 9 years, 2016
Selected public speaking engagements. Full YouTube playlist →
27-minute keynote at AWE 2024 in the US. Most-watched talk from the event — over 17,000 views within 20 days.
Watch →Guest session on the Wharton Executive MBA programme with Peter Fader, three years running. The Q&A is the best part.
Invited by Marc Petit (Epic Games) and Patrick Cozzi (Cesium) to talk about open standards and what the metaverse actually needs to work.
Watch →Panel with speakers from Pixar, Adobe, Autodesk, and Khronos Group on open standards for the metaverse.
Watch →How the human brain perceives realtime 3D and what that means for spatial computing design.
Watch →Keynote on IKEA's journey into real-time rendering and its impact on retail and the customer experience.
Watch →Part of a 60-minute session by 11 speakers on the glTF open standard for 3D asset delivery.
Watch →Multiple international venues including Autodesk University Las Vegas, SIGGRAPH Los Angeles, and VRX San Francisco. The recording is the later delivery, at Total Chaos 2018.
Watch →One of the first public discussions of how IKEA built its 3D production pipeline, presented at SIGGRAPH.
Read PDF →First conversation after leaving IKEA — recorded before Physicl was announced. How IKEA led the shift from photography to CGI, why AI-generated images are ahead of 3D, and what spatial understanding needs next.
Watch →Open standards and the role of MSF in building an interoperable metaverse.
Listen →3D commerce and its role in the emerging metaverse ecosystem.
Watch →Universal Scene Description (USD) and its emerging role in metaverse infrastructure and digital twins.
Read →IKEA's AR applications and the future of retail augmented reality.
Listen →How IKEA uses V-Ray for interior visualization at global production scale. Chaos published the piece as both a 9-minute video and a written article.
Watch →75-minute conversation on building IKEA's 3D pipeline — around 20,000 listens in its first year.
Listen →CGSociety feature article on how IKEA built its 3D production pipeline and made the invisible transition from photography to full CG renders.
Read PDF →WSJ piece on IKEA's shift from traditional photography to computer-generated imagery in their iconic catalogue.
In 2014 a CGSociety interview let slip that three-quarters of the IKEA catalogue was computer-generated. It travelled further than anyone expected.
The photography press picks up the story — and asks what it means when the most photographic images in the catalogue were never photographed.
Read →The story reaches mainstream US morning television's website, framed as a small betrayal of the reader's trust.
Read →Fast Company on the production economics behind the switch — why rendering a room beat flying a photographer to it.
Read →Active in shaping open industry standards for 3D and spatial computing:
Interested in spatial computing, 3D AI, or want to collaborate? Reach out.
And if you need my advice, the answer is always 42.