Meta AR/VR Job | Graphics Research Engineer – Optics & Displays | Oculus
Job（岗位）: Graphics Research Engineer – Optics & Displays | Oculus
Type（岗位类型）: 3D Software Engineering | Artificial Intelligence, Computer Vision, Games, Research
Citys（岗位城市）: Redmond, WA | Menlo Park, CA | Seattle, WA | Burlingame, CA
If you’re a graphics expert with deep knowledge of real-time graphics, GPU architecture, or distributed computing and a love for solving novel problems from first principles you will thrive in our collaborative environment. Join our world-class research team inventing breakthrough graphics technology for AR and VR experiences. There are opportunities to work on graphics across many areas including novel algorithms, machine learning, remote rendering, pipeline optimizations, and more. Partner with expert research scientists and engineers to build cutting-edge prototypes and create the technology that makes AR and VR universal.
BS degree or higher in Computer Science or related field.
Knowledge of linear algebra, real-time rendering, image processing techniques, and game engine architectures.
3+ years of experience in C/C++ or python programming.
Accelerate development of one or more graphics-related research projects.
Conceive and develop novel rendering solutions from idea to prototypes.
Implement proof-of-concept technical prototypes and systems that re-define the state-of-the-art visual experiences in virtual and augmented reality.
Develop highly optimized real-time solutions with GPU rendering, ray tracing, and compute.
Learn constantly, educate others, dive into new areas with unfamiliar technologies, and embrace the ambiguity of AR/VR problem solving.
Collaborate with cross-disciplinary research and engineering teams.
Graphics experience with good understanding of key rendering concepts, such as lighting and shading, PBR materials, ray tracing, differentiable rendering, or related work.
Deep understanding and hands-on experiences in one or more of the following: GPU design/optimization, real-time ray tracing or rasterization solutions, physics-based real-time or offline rendering, physically based materials and lighting, differentiable/inverse rendering.
Experience with various types of 3D geometry like polygons, curves, subdivision surfaces, displacement mapping, and signed distance fields.
Experience with incubating new technologies and guiding them through tech transfer.
Demonstrated software engineering experience within a complex codebase via an internship, work experience, coding competitions, or widely used contributions to open source repositories such as GitHub.
Experience in first-authored publications at leading computer graphics/vision conferences and/or journals, such as SIGGRAPH/SIGGRAPH Asia/TOG, High Performance Graphics (HPG), ACM SIGGRAPH Symposium on Interactive 3D and Graphics (I3D), Eurographics Symposium on Rendering (EGSR), CVPR/ICCV/ECCV, NeurIPS, etc.
Experience in research or advanced development.
Experience with real-time game engine development.
Post-graduate degree in Computer Science or related field.