Are you a Software Engineer interested in joining our core R&D group to develop and enhance our proprietary rendering software (Glimpse); including our state-of-the-art rendering engine, shading system, and scene representation? If the answer is yes, then read on!
For more information on Glimpse
What you’ll get to do:
- Work on all aspects of the renderer, including scene representation, render and sampling engine, raytracer, shading system: everything required for generating highly realistic images for our films.
- Create and maintain tools that are directly used in our lighting, shading, and compositing workflows.
- Closely collaborate with technically minded artists to design, implement and rapidly deploy into production.
- Be part of a small, dynamic and self-motivated team of individuals with varied backgrounds.
- Take on responsibility, get stuff done, and make our artists happy!
What you bring:
- 5+ years’ experience developing 3D rendering software using C++ in high performance computing environments.
- Master’s or PhD degree in Computer Science, Mathematics, Physics, Engineering, or equivalent experience.
- Have a background in film, animation, television, visualization, games, or come fresh out of academia with a strong focus on computer graphics.
- Strong mathematical skills and familiarity with numerical methods, probability and statistics used for rendering such as Monte Carlo integration and importance sampling
- A talent and passion for optimisation and a working knowledge of efficient spatial data structures.
- A thorough understanding of photorealistic rendering, light transport and global illumination techniques.
- A passion for algorithms, optimization, and data structures.
- Working knowledge of shading technologies such as RSL, OSL, GLSL
- An ability to work in a challenging environment, take direction and possess good communication skills.
- Willingness to work in a highly dynamic production environment and collaborate with artistic staff.
And you might also have:
- Real-time rendering experience.
- Exposure to raytracing and shading technologies such as Embree and RSL/OSL/GLSL.
- Experience with developing shading or raytracing algorithms on massively parallel architectures such as GPUs.
- Practice in writing high performance code, with a good understanding of parallel programming, compilers and optimization.
- Familiarity with DCC applications such as Houdini and Maya, including their APIs.
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