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Research Engineer - Graphics

Job in New York, New York County, New York, 10261, USA
Listing for: True3D
Full Time position
Listed on 2026-01-15
Job specializations:
  • IT/Tech
    Systems Engineer, AI Engineer
Salary/Wage Range or Industry Benchmark: 80000 - 100000 USD Yearly USD 80000.00 100000.00 YEAR
Job Description & How to Apply Below
Location: New York

Location: New York City Office HQ

Employment Type: Full time

Department: Graphics Research

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, up sampling, and reservoir resampling methods such as ReSTIR for direct and global illumination
  • Own profiling and optimization using Nsight, PIX, Render Doc, 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 Direct

    X 12, Vulkan, or Metal, and modern shader tool chains
  • 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…
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