True3D
Overview We are hiring a principal level Research Engineer with deep strength in computer graphics, rendering, and GPU systems. You will bridge frontier graphics research with production engines and ship rendering technology used in real products. The work spans exploration, rapid prototyping, rigorous visual evaluation, and dependable production deployment. Expect to push the limits of image quality, spatial intelligence, and interactive performance while keeping systems robust, scalable, and cost efficient.
Role You will partner with research, engine, and product teams to design, build, and operate high performance graphics systems. You will define rendering architecture end to end, set technical standards, mentor others, and raise the bar for visual fidelity, frame time, code quality, and reproducibility.
Key responsibilities Architect real time rendering pipelines across rasterization, ray tracing, neural rendering, and volumetric or voxel based representations
Design and implement scene representations including triangle meshes, voxel brickmaps, surfels or splats, signed distance fields, and implicit neural fields
Develop high performance shaders and kernels in HLSL, GLSL, WGSL, CUDA, OptiX, Metal Shading Language, and Triton when appropriate
Implement advanced techniques such as mesh shading, work graphs, bindless resources, descriptor heaps, asynchronous compute, sparse residency, transient memory allocators, tiled and clustered lighting, and GPU driven pipelines
Build state of the art reconstruction and quality systems including temporal reprojection, spatiotemporal denoising, super resolution, upsampling, and reservoir resampling methods such as ReSTIR for direct and global illumination
Own profiling and optimization using Nsight, PIX, RenderDoc, GPU counters, flame graphs, and hardware specific tools to reduce divergence, improve occupancy, and hit strict frame budgets
Integrate rendering with content pipelines and engines including Unreal, Unity, Blender, and WebGPU runtimes and deliver production ready SDKs and services
Build capture, playback, and evaluation infrastructure with strong observability, deterministic replays, and golden image tests
Translate research insights into reliable production components that meet latency and throughput targets for interactive and streaming scenarios
Share expertise through design reviews, mentoring, documentation, and reproducible research artifacts
Minimum qualifications PhD in Computer Graphics, Computer Science, or related field, or equivalent research track record with production impact
Seven or more years building real time rendering or graphics systems, including significant time in fast paced or startup settings
Strong publication record in top venues such as SIGGRAPH, TOG, HPG, EGSR, or equivalent impactful artifacts that are widely used in production
Proven experience shipping high performance rendering technology in engines or products with strict frame budgets for desktop, mobile, or XR
Mastery of C++20 and GPU programming with deep understanding of memory hierarchies, synchronization, explicit graphics APIs such as DirectX 12, Vulkan, or Metal, and modern shader toolchains
Demonstrated ability to take ideas from paper to production with measurable wins in image quality and frame time
Strong systems skills including profiling, performance tuning, reliability engineering, and cost awareness across CPU GPU and network boundaries
Excellent communication and the ability to work across research, engine, and product teams
Preferred qualifications Contributions that are widely used in the community such as open source renderers, libraries, datasets, or benchmarks with visible adoption
Experience in neural and differentiable rendering, 3D reconstruction, volumetric video, SLAM, geometric deep learning, or simulation
Experience building and operating large scale rendering or training jobs on Kubernetes, Slurm, or Ray across public cloud environments and modern GPU hardware
Experience with WebGPU and high performance graphics on the web
Experience with compiler or IR work such as SPIR V, DXIL, PTX, graph capture, or custom scheduling and code generation for GPUs
Track record of mentoring teams and setting best practices for rendering quality, performance, testing, and reproducibility
Patents or awards that recognize technical contributions
Nice to have Shipped interactive graphics or 3D systems with strict real time constraints for VR or AR including foveated rendering and eye tracking integration
Experience building remote or cloud rendering with hardware encoders, low latency transport, and content adaptive streaming
Prior leadership in cross functional initiatives spanning content, data, infrastructure, and product
How to apply Please include a CV, links to publications and code, and a brief summary of two projects that best represent your impact. For each project include target platforms, frame time budgets and achieved numbers for 60 fps, 90 fps, or 120 fps, triangle or voxel counts, GPU memory footprint and bandwidth constraints, key algorithms used, and measurable quality metrics. If relevant, include streaming bitrates, end to end latency, and user facing results.
On site in New York City required. Relocation support available.
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