Software Engineer, Graphics & Camera Pipeline

Rivet Industries

$130K — $155K *
Consumer Technology
5 - 7 years of experience
Job Overview by Ladders

Qualifications

  • 5+ years of experience in system software, graphics, or camera pipelines
  • Strong experience with Linux and/or Android at the system level
  • Deep understanding of camera systems and ISP pipelines
  • Proficiency in graphics and GPU pipelines such as OpenGL or Vulkan
  • Familiarity with real-time or low-latency systems
  • Experience with device drivers and memory management
  • Ability to debug across firmware, OS, and application layers

Responsibilities

  • Own the end-to-end camera and graphics pipeline from sensor to output
  • Build and optimize low-latency data paths for camera processing
  • Work across Linux and Android system layers for real-time imaging
  • Interface with hardware to debug drivers and data flows
  • Design efficient memory and synchronization strategies
  • Enable mixed reality rendering pipelines with real and virtual integration
  • Debug complex system-level issues across various software layers
  • Collaborate with hardware and application teams for system performance

Benefits

  • Unlimited PTO for work-life balance
  • Equity opportunities for long-term investment
  • Competitive benefits package tailored to employee needs
Full Job Description
Role: Software Engineer, Graphics & Camera Pipeline

Location: San Jose or Bellevue

Description

At Rivet, we're building systems that fuse sensor data with real-time digital overlays. This role sits at the core of that experience. We're looking for a software engineer who operates at the intersection of firmware, OS, and real-time graphics-someone who can take raw camera input, move it efficiently through the system, and enable low-latency reprojection and rendering for mixed reality applications. If you've worked on platforms like gaming consoles, AR/VR devices, or GPU-driven systems, you'll feel at home here. The quality, latency, and reliability of our mixed reality experience depend directly on the systems you build. You'll be working on the hardest technical problems in the stack-and your work will be visible in every frame.

Responsibilities
  • Own the end-to-end camera and graphics pipeline, from sensor input to rendered output
  • Build and optimize low-latency data paths for camera ingestion, processing, and reprojection
  • Work across Linux and Android system layers (kernel, HAL, system services) to support real-time imaging workloads
  • Interface directly with hardware (cameras, GPUs, sensors) to bring up and debug drivers and data flows
  • Design and implement efficient memory, buffer, and synchronization strategies (e.g., zero-copy pipelines, DMA, GPU interop)
  • Enable mixed reality rendering pipelines, aligning real-world imagery with virtual overlays
  • Debug and resolve complex system-level issues across firmware, OS, and application layers
  • Partner closely with hardware, perception, and application teams to ship performant, reliable systems


Requirements
  • 5+ years of experience in system software, graphics, or camera pipelines
  • Strong experience with Linux and/or Android at the system level (kernel, drivers, HALs, AOSP)
  • Deep understanding of camera systems (ISP pipelines, frame timing, synchronization, calibration)
  • Experience with graphics and GPU pipelines (OpenGL, Vulkan, CUDA, or similar)
  • Familiarity with real-time or low-latency systems, including profiling and performance optimization
  • Experience working close to hardware: device drivers, memory management, and I/O subsystems
  • Ability to debug across the stack-from firmware to user-space


Preferred Qualifications
  • Experience developing AR or VR platforms (XR platforms a plus)
  • Experience with computer vision or camera intrinsic & extrinsic calibration
  • Experience with multi-camera systems, sensor fusion, or reprojection techniques
  • Experience with game engines or real time interactive simulations a plus
  • Familiarity with zero-copy architectures, hardware buffers, and GPU/CPU synchronization
  • Exposure to mobile, embedded or resource-constrained systems (thermal, power, compute limits)
  • Knowledge of digital display standards (MIPI or equivalent, video timings, color spaces)


Compensation may vary within the posted range based on relevant experience, skills, education, and other job-related factors. In addition to base salary, this role may be eligible for equity and other forms of compensation. Eligible employees also receive a competitive benefits package, including unlimited PTO.

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