True3D Labs · 3 months ago
Research Engineer - Graphics
True3D Labs is seeking a principal level Research Engineer specializing in graphics. The role involves bridging graphics research with production engines, designing high performance graphics systems, and ensuring robust and scalable rendering technology for real products.
Artificial Intelligence (AI)VideoVideo Editing
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
Qualification
Required
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
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
Benefits
Relocation support available.