Back to Open Positions

C++ Graphics Developer

Shenzhen

Responsibilities

  1. Develop rendering modules based on the proprietary RHI/Pass system (debug grids, simulation data rendering, Flex skinning, 3D Gaussian Splatting, etc.)
  2. Write shaders using an HLSL superset (GPU skinning, particles, lighting, post-processing, ray tracing)
  3. Develop features and optimize performance for the dual Vulkan (Linux) / DX12 (Windows) backends
  4. Maintain the CMake build, shader compilation toolchain (DXC + SPIRV-Cross), and asset import pipeline (MJCF to USD)
  5. Use RenderDoc/PIX/Vulkan Validation Layers to locate GPU bottlenecks and crashes

Requirements

  1. Familiar with C++17/20, CMake 3.24+, and Git workflows
  2. Familiar with Vulkan 1.3 or DX12, with a deep understanding of command buffers, pipeline state, descriptors, barriers, and synchronization
  3. Understand forward/deferred/Forward+ rendering pipelines and familiar with passes such as SSAO, TAA, Bloom, and shadow mapping
  4. Familiar with HLSL/GLSL and able to write vertex/pixel/compute shaders independently
  5. Solid 3D math foundation (vectors, matrices, quaternions, projections) and familiar with glm/Eigen
  6. Able to perform frame capture analysis with RenderDoc

Bonus Points

  • Experience with secondary development of 3D engines (UE/Unity/proprietary)
  • Familiarity with physics simulation: MuJoCo, PhysX, PBD, SPH, Flex
  • Familiarity with robotics: ROS2, LiDAR/depth camera simulation, Sim2Real
  • Familiarity with GPU computing: CUDA, compute shaders
  • Familiarity with modern rendering: GI, SSR, hair, 3DGS
  • Familiarity with inter-process communication: gRPC, shared memory, zero-copy
  • Experience with USD/OpenUSD and Python/pybind11 integration