5-7 years of experience in building physically based renderers for film or game engines.
Strong understanding of light transport and rendering equations.
Hands-on experience with GPU ray tracing and acceleration structures.
Proficient in Metal, Vulkan, Direct3D, or WebGPU.
Solid programming skills in Rust or C++, with a focus on performance and memory management.
Strong mathematical foundation in graphics, including linear algebra and probability.
Ability to critically assess and improve image realism.
Responsibilities
Define the architecture for photoreal 3D rendering.
Build advanced light transport systems including global illumination and volumetrics.
Develop a physically based model for materials and lighting.
Ensure high image quality through sampling and denoising techniques.
Scale scenes for production complexity with efficient memory management.
Integrate 3D rendering into existing video and motion graphics pipelines.
Make rendering costs predictable and robust through performance profiling.
Collaborate with cross-functional teams and assist in team growth.
Benefits
Comprehensive medical, dental, and vision plans
401K with employer match
Commuter Benefits
Catered lunch multiple days per week
Dinner stipend for late work hours
Grubhub subscription
Health & Wellness Perks
Multiple team offsites and monthly events
Generous PTO policy
Full Job Description
About the role
We want Tesseract to render 3D that is indistinguishable from footage. You'll be the founding engineer for photoreal 3D in Tesseract, our Rust-based, cross-platform graphics and media rendering engine.
Tesseract already renders video, motion graphics, effects and compositing in a color- managed pipeline. You'll build 3D to the same standard: a fast interactive preview for editing, and a physically based final render, path-traced or hybrid ray-traced, that produces film-quality frames for export. Both run from one scene, material and lighting model, so what people see while they edit is what they export.
Scenes are authored by people and by AI agents, so render cost, failure modes and APIs matter as much as image quality. This is a foundational role: you'll make the core architectural decisions and help build the team around them.
What you'll do
Define the architecture for photoreal 3D: how ray tracing, rasterization and denoising divide the work, and how that maps onto Metal, Vulkan, Direct3D and WebGPU.
Build light transport: global illumination, reflections and refraction, soft shadows from area lights, and volumetrics such as haze, fog and light shafts.
Build a physically based model for materials, lights and cameras: energy-conserving materials (metal, glass, clearcoat, sheen, translucency), lights in real-world units, and a camera with exposure, depth of field and motion blur.
Own image quality: sampling, antialiasing, accumulation, denoising and firefly suppression, with frames that stay stable and deterministic across a video export.
Scale scenes to production complexity with acceleration structures, instancing, culling and memory management, for millions of triangles and tens of thousands of objects.
Integrate 3D into Tesseract's video, motion graphics and compositing pipeline, including ACES color management and render passes such as depth, normals, motion vectors and light groups.
Make render cost predictable and rendering robust: performance budgets, profiling, and headless batch rendering on local and cloud GPUs.
Design 3D APIs that work for people and AI agents alike: a clear scene representation, actionable validation errors, fast previews and render cost known before the render.
Work with engine, product and AI teams, and help hire and grow the 3D rendering team.
What makes you a great fit
Deep experience building physically based renderers in production: film or offline renderers, path tracers, or game engines with ray-traced or hybrid lighting.
Strong command of light transport: the rendering equation, Monte Carlo integration, importance sampling, material models and denoising.
Hands-on GPU ray tracing: building and traversing acceleration structures (BVHs), hardware ray-tracing APIs such as Metal ray tracing, Vulkan ray tracing or DXR, and compute-based fallbacks.
A solid understanding of modern rasterization pipelines, and of how hybrid renderers combine rasterization with ray tracing.
Hands-on experience with Metal, Vulkan, Direct3D or WebGPU, including compute shaders, GPU profiling and GPU debugging.
Proficiency in Rust or C++, with strong reasoning about memory, concurrency and performance.
Strong foundations in the mathematics of graphics: linear algebra, geometry, probability and sampling.
An eye for realism: you can look at a frame, say why it doesn't read as real, and fix the cause.
Experience owning complex technical projects and making architectural decisions in ambiguous problem spaces.
Even better if...
You've worked on the internals of a production renderer or engine such as Cycles, Arnold, RenderMan, V-Ray, Karma, Unreal Engine (Lumen or its path tracer) or Unity HDRP.
You've built or integrated ML denoisers, or worked on neural rendering.
You've worked with color management (ACES, OpenColorIO), HDR output or film-look pipelines.
You've built on cross-platform graphics abstractions such as wgpu, including extending them where they lack features such as ray tracing.
You've optimized rendering for Apple silicon or mobile GPUs.
You have experience with Rust, video compositing, or integrating 2D and 3D rendering in creative tools.
Benefits:
Comprehensive medical, dental, and vision plans
401K with employer match
Commuter Benefits
Catered lunch multiple days per week
Dinner stipend every night if you're working late and want a bite!
Grubhub subscription
Health & Wellness Perks
Multiple team offsites per year with team events every month
Generous PTO policy
Please note benefits apply to full time employees only.