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
VP of Labs at Physicl.ai — formerly 18 years at IKEA
For more than four decades, I've followed the leading edge of computing — from early programming and 3D graphics to spatial computing and today's work in Physical AI. I've built companies, helped lead IKEA's transformation to 3D, and spent nine years leading its Spatial Computing Lab. During those years, my team explored and delivered more than 400 innovation projects — roughly one every week — with some of that work resulting in patented inventions.
The common thread has always been curiosity: learning what's next, building it, and figuring out how to make it useful.
Latest · SIGGRAPH 2026, Los Angeles · 21 July 2026
“Physicl is built on open standards, and OpenUSD is central to how we handle 3D data for simulation, where interoperable physics matters most. We're joining AOUSD to contribute to the Physics Working Group and help push toward a normative physics schema that lets simulation data move reliably between tools. For an industry where the value of a simulation depends entirely on the quality of the data behind it, a shared standard is what lets everyone build on the same foundation instead of reinventing it alone.”
April 2026 · Virtual, For Real — the RapidPipeline podcast
Recorded around joining Physicl, and before it was announced — so the new company is in the conversation without being named. How IKEA led the shift from photography to CGI, why AI-generated images are running ahead of 3D, and what spatial understanding needs next.
Watch — 37 min →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 revealed that three-quarters of IKEA's product pictures were computer-generated. It travelled further than anyone expected — 56 traces in 8 languages, most of them an alarmed headline over an admiring article. See the whole wave →
Kirsty Parkin's interview — the piece every article above is quoting. CGSociety's site is long gone; this is the Internet Archive's capture from September 2014.
Read →The same interview as a PDF, kept here in case the archive copy ever goes too.
Read →337 points and 61 comments, mostly from people who build rendering pipelines themselves — so it goes straight past “IKEA furniture is flimsy” and into how the work is actually done.
Read →Active in shaping open industry standards for 3D and spatial computing: