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Engineer, Senior - Job ID: 8425
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Posted on: Jul 14, 2026
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San Diego, California
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Onsite
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Full-time
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Job Title :
Engineer, Senior - Job ID: 8425
Job Type :
Full-time
Job Location :
San Diego California United States
Remote :
No
Job Description :
Job Description
JOB DESCRIPTION
\nTop 5 Required Skills (These are not preferred skills. If the candidate does not have these required skills, they will be rejected completely)
\n\n
1. Vulkan Graphics Programming
\n- Strong experience with Vulkan render pipelines, compute shaders, synchronization, descriptor sets, memory
\nbarriers, and GPU-driven rendering.
\n2. Modern C++ Performance Engineering
\n- Expert-level C++ for real-time systems, memory management, multithreading, SIMD-friendly data layouts, and low-
\nlatency rendering code.
\n3. Mobile GPU Optimization
\n- Deep understanding of mobile GPU architectures, especially tile-based rendering, bandwidth limits, cache
\nbehavior, thermal constraints, and power/performance tradeoffs.
\n4. GPU Compute and Shader Optimization
\n- Ability to optimize GLSL/SPIR-V compute and graphics shaders, including sorting, culling, binning, blending,
\nprefix sums, compaction, and parallel data processing.
\n5. Graphics Performance Profiling and Debugging
\n- Experience identifying GPU bottlenecks using profiling tools, analyzing frame timing, shader occupancy, memory
\nbandwidth, overdraw, synchronization stalls, and CPU/GPU overlap.
\nTechnologies: What does this temp must know to perform the required job duties (These are not preferred technologies - If they do not have these technologies they will be rejected completely)
\nRequired Technologies
\n\n
- Vulkan
\n- C++17/C++20
\n- Android NDK
\n- GLSL or HLSL
\n- SPIR-V
\n- Qualcomm Adreno GPU architecture
\n- Snapdragon mobile platforms
\n- Qualcomm Snapdragon Profiler
\n- RenderDoc
\n- Android Studio / Android build tools
\n- CMake
\n- GPU compute shader math
\n- Real-time rendering pipelines
\n\n
Required Education:
\nRequired Years of Experience
\n\n
Bachelor's degree in Applied Mathematics, Computer Science, Computer Engineering, Electrical Engineering, Software Engineering, or related field and 2+ years of Software Engineering, Hardware Engineering, Systems Engineering, Electrical Engineering, Game Rendering, or related work experience.
\nKey Words:
\nJob Description:
\nPrincipal Duties and Responsibilities:
\n• Applies Graphics knowledge and experience to architect, design, implement, and verify the structure and performance of GPU hardware, drivers, features, applications, and tools.
\n• Writes code for features, drivers, and APIs using different languages (e.g., C, C++, perl, python) and ensures code will perform effectively on different platforms.
\n• Maintains comprehensive pre- and post-silicon tests using tools and methods in different environments (e.g., simulation, emulation, on-device) to verify performance and identify issues.
\n• Identifies deficiencies in designs and works with team members to develop solutions to improve designs.
\n• Collaborates with teams and external stakeholders to expose new features and functionality that align with needs and goals for implementation and customization.
\n• Writes detailed design documentation and feature descriptions for projects to guide developers and/or customers to use or implement software.
\nLevel of Responsibility:
\n• Works under supervision.
\n• Decision-making may affect work beyond immediate work group.
\n• Requires verbal and written communication skills to convey information. May require basic negotiation, influence, tact, etc.
\n• Has a moderate amount of influence over key organizational decisions.
\n• Tasks require multiple steps which can be performed in various orders; some planning, problem-solving, and prioritization must occur to complete the tasks effectively.
\nComments for Suppliers:
\n· How many rounds of interviews should be expected?
\n2 rounds: one interview with hiring manager and one formal interview follow up
\n· Work Location:
\n\n
100% Onsite San Diego
\n-100% Onsite
\n· Shift: Hour/Days of Work
\n\n
Standard 40 hours /week
\nJob Title: Contractor – Graphics Software Engineer (Dynamic Gaussian Splatting, On-Device XR, Android)
\nJob Overview
\nWe are seeking a contractor Graphics Software Engineer to support development of real-time Gaussian Splatting–based rendering systems for avatar and XR applications running on-device (edge devices such as Android phones and AR glasses).
\nThis role focuses on GPU optimization, memory-efficient data pipelines, and real-time Gaussian Splatting rendering under mobile constraints. The ideal candidate will be highly hands-on and able to quickly improve performance-critical systems deployed directly on hardware.
\nKey Responsibilities
\n1. Gaussian Splatting Rendering
\n- \n
- Develop and optimize Dynamic Gaussian Splatting (3DGS) rendering pipelines \n
- Improve performance of splat-based rendering, including sorting, data layout, and shader efficiency \n
- Analyze and resolve issues such as: \n
- Splat flickering and popping \n
- Sorting inconsistencies \n
- Precision differences between CPU and GPU \n
2. On-Device GPU Optimization (Android / Edge Devices)
\n- \n
- Optimize Gaussian Splatting pipelines for mobile GPUs (e.g., Adreno) on Android \n
- Ensure efficient execution under limited memory, bandwidth, and power constraints \n
- Tune rendering for real-time performance on phones and AR glasses \n
3. Data Pipeline & Memory Efficiency
\n- \n
- Design compact data representations for Gaussian Splatting frame data \n
- Optimize CPU → GPU data transfers for real-time rendering \n
- Eliminate intermediate processing and reduce runtime memory overhead \n
4. Shader Development & Rendering Pipeline Integration
\n- \n
- Implement GPU shaders tailored to Gaussian Splatting data formats \n
- Optimize shader input pathways for efficient on-device execution \n
- Integrate rendering pipelines with motion, lighting systems. \n
5. Debugging & System Validation
\n- \n
- Debug complex rendering issues in Gaussian Splatting pipelines \n
- Investigate numerical precision issues and GPU/CPU inconsistencies \n
- Validate rendering output against reference pipelines \n
6. Collaboration & Execution
\n- \n
- Collaborate closely with XR, vision, and avatar teams \n
- Contribute to on-device demos and prototype systems (phones / AR glasses) \n
- Execute quickly on well-defined tasks with strong ownership of implementation \n
Required Qualifications
\n- \n
- Bachelor’s or Master’s degree in Computer Science, Computer Engineering, Electrical Engineering, or related field \n
- Strong programming skills in C/C++ \n
- Experience with Android platform development \n
- Experience with GPU programming (OpenGL ES, Vulkan, or similar) \n
- Solid understanding of: \n
- Real-time rendering pipelines \n
- GPU memory management \n
- Performance optimization on embedded systems \n
Preferred Qualifications
\n- \n
- Direct experience with Gaussian Splatting / Relighting / Simulation \n
- Experience building graphics systems on mobile or XR devices \n
- Familiarity with Adreno GPU architecture \n
- Experience optimizing for real-time constraints (latency, bandwidth, power) \n
- Experience debugging rendering artifacts in GPU pipelines \n
Position Details
Posted:
Jul 14, 2026
Reference Number:
491c239af4783fc4
Employment:
Full-time
Salary:
Not Available
City:
San Diego
Job Origin:
ziprecruiter
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