Real-Time Graphics Engineer Engineering Los Angeles , USA

AIM

Los Angeles (CA)

Vor Ort

USD 120.000 - 180.000

Vollzeit

14 Tage+

Eine vollständige Bewerbung in einer Minute

Maßgeschneiderter Lebenslauf und Anschreiben – versandbereit.

Schaffe es an den ATS-Filtern vorbei

Zusammenfassung

AIM is seeking a senior real-time graphics engineer to push the rendering stack on high-end virtual production workflows in Los Angeles. You will craft shaders, pipelines, and GPU-accelerated tools used directly on set by artists and technicians.

You will optimize LED volumes, drive critical latency targets, and integrate cutting-edge generative models into a real-time loop, ensuring frames are dropped never and visuals stay photoreal across complex scenes.

Qualifikationen

  • Six+ years shipping real-time graphics on UE5, Unity HDRP, or a custom engine.
  • Deep C++/Python; comfort reading a GPU profiler and arguing about cache misses.
  • Production credits on virtual production, AAA games, or location-based entertainment.

Aufgaben

  • Write custom shaders (HLSL/GLSL) and rendering pipelines in Unreal Engine 5 and TouchDesigner.
  • Engineer nDisplay configurations for LED volumes; tune color, latency, and genlock for camera tracking.
  • Ship GPU-accelerated tools — Niagara systems, Houdini-to-Unreal bridges, and Nanite/Lumen optimizations — that the art team actually uses on set.
  • Integrate generative models (diffusion, NeRF, Gaussian Splatting) into a real-time loop without dropping frames.

Kenntnisse

Real-time graphics
C++
Python
Shaders (HLSL/GLSL)
Unreal Engine 5

Tools

Unreal Engine 5
TouchDesigner
Houdini
Niagara
Nanite/Lumen
GPU profiler

Jobbeschreibung

Push pixels at 60fps. Build the real-time rendering systems behind AIM's virtual production, LED volume work, and interactive installations.

What you'll do
  • Write custom shaders (HLSL/GLSL) and rendering pipelines in Unreal Engine 5 and TouchDesigner.
  • Engineer nDisplay configurations for LED volumes; tune color, latency, and genlock for camera tracking.
  • Ship GPU-accelerated tools — Niagara systems, Houdini-to-Unreal bridges, and Nanite/Lumen optimizations — that the art team actually uses on set.
  • Integrate generative models (diffusion, NeRF, Gaussian Splatting) into a real-time loop without dropping frames.
Who you are
  • Six+ years shipping real-time graphics on UE5, Unity HDRP, or a custom engine.
  • Deep C++/Python; comfort reading a GPU profiler and arguing about cache misses.
  • Production credits on virtual production, AAA games, or location-based entertainment.
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