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United States Digital Space LLC is building a leading open-source style physics simulation platform for physical AI, focusing on multi-physics, scalable GPU-accelerated simulation. You will push the physics forward from algorithm to production-ready code, collaborating with researchers and engineers to deliver a versatile engine capable of simulating complex robotics tasks at scale.
The role emphasizes end-to-end research, from theory to validated, well-documented code, with an eye toward
What we're buildingRobots will learn in simulation before they hit the factory. the company-World is our bet on that future.
the company-World is an open-source, general-purpose simulation platform for physical AI from the company AI. One unified multi-physics engine: rigid bodies, FEM, MPM, particles, cloth, fluids. A robot arm can pour water onto sand, grasp a deformable object, or cut a soft body, all in the same simulation. Nyx, our in-house renderer, may be the most promising renderer for robotics out there: real-time photo-realistic rendering, advanced features like depth of field, and state-of-the-art techniques never seen before. Sensors of every kind: cameras, lidar, IMU, contact forces, temperature, plus arguably the most advanced tactile simulation available (paper). And the engine keeps growing: we are developing internally the most comprehensive and fastest Incremental Potential Contact (paper) solver for deformable body dynamics we know of, soon to be open-sourced. It powers real business applications, from full-fledged box packaging with labelling machine and all, to wire harnessing and lab automation, without any physics hack or compromise.
Everything is Python-first and runs anywhere. Kernels are written once, and Quadrants, our in-house JIT compiler, lowers them to CUDA, AMD ROCm, Apple Metal, Vulkan, x86, and ARM64. A single laptop or a datacenter. Massively batched GPU simulation for learning at scale, and complex non-batched scenes where CPU wins outright.
This is at the core of the company AI's strategy. Evaluation is the bottleneck of scalable robotics: real hardware caps iteration at wall-clock time, but simulation turns it into a compute problem. Ours already runs two orders of magnitude faster than hardware (tens of thousands of episodes in half an hour instead of 200+ hours), while correlating with on-hardware rollouts at 89%. The north star: physical AI that improves at the speed of compute.
The roleYou push the physics of the company-World forward. The mandate is clear: ship production-ready simulation capabilities that matter for the company's internal needs. Research applied end-to-end, from algorithm to merged, tested, documented code that real robot-learning pipelines depend on. Occasional groundbreaking research happens, notably through academic collaborations. But the core of the job is making the engine measurably better along five axes:
Our ambition is to establish the company-World as the go-to simulator for physical AI, from companies and research labs to individuals.
The problems waiting for you Every fidelity for every physics. The same physics at every point of the speed-accuracy spectrum, from heavily batched training with XPBD or VBD to final validation with IPC. Same scene, same API, pick your tradeoff.
Day to day: you write your physics in plain Python and Quadrants makes it fast on every backend. And you validate it the hard way: analytical closed forms, other engines, real-world data.
Who you areYou are a physicist and an engineer at once. You judge a method by whether it holds up in production at real scale, and you do not stop until it does. No blind spots: you relentlessly hunt down even the defect that looks insignificant, because it never is.
Bonus points: publications in simulation, graphics, or robotics venues (SIGGRAPH, ICRA, IROS, CoRL, RSS). Contributions to an open-source physics engine.
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