Software Engineer, 3D Rendering

Mirage

New York, NY • 16m ago • On-site

Senior

On-site

175,000 - 300,000 USD/yr

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Potential salary for Software Engineer, 3D Rendering role

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$175,000 – $300,000/year

Quick Facts

  • Role: Software Engineer, 3D Rendering
  • Focus: Founding engineer for photoreal 3D in a Rust-based, cross-platform rendering engine
  • Key outcome: Fast interactive preview for editing and physically based final rendering (path-traced or hybrid) with stable, deterministic frame exports

Description

You will define the architecture and build photoreal 3D rendering that matches film-quality footage. The role covers physically based materials, lights, and camera effects, scaling render cost for production scenes, and integrating 3D into a color-managed video/compositing pipeline with export passes. You will also design 3D APIs usable by both human artists and AI agents.

Responsibilities

  • Define photoreal 3D architecture, including how ray tracing, rasterization, and denoising divide the work across Metal, Vulkan, Direct3D, and WebGPU
  • Build light transport: global illumination, reflections, refraction, soft shadows from area lights, and volumetrics (haze/fog/light shafts)
  • Implement physically based models for materials, lights (real-world units), and cameras (exposure, depth of field, motion blur)
  • Own image quality: sampling, antialiasing, accumulation, denoising, and firefly suppression to keep frames stable and deterministic for exports
  • Scale scenes with acceleration structures, instancing, culling, and memory management for very large scenes
  • Integrate 3D into the video, motion graphics, and compositing pipeline, including ACES color management and render passes (depth, normals, motion vectors, light groups)
  • Make render cost predictable and rendering robust using profiling and headless batch rendering on local and cloud GPUs
  • Design 3D APIs with clear scene representation, actionable validation errors, fast previews, and known render cost before rendering
  • Work with engine, product, and AI teams and help hire and grow the 3D rendering team

Requirements

  • Deep experience building physically based renderers in production (film/offline renderers, path tracers, or ray-traced/hybrid game engines)
  • Strong command of light transport and Monte Carlo rendering fundamentals (rendering equation, integration, importance sampling, material models, denoising)
  • Hands-on GPU ray tracing experience with acceleration structures (BVHs) and hardware ray-tracing APIs (Metal ray tracing, Vulkan ray tracing, or DXR)
  • Solid understanding of modern rasterization pipelines and hybrid renderers
  • 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 graphics math (linear algebra, geometry, probability, sampling)
  • Strong realism instincts and ability to diagnose and correct artifacts
  • Experience owning complex technical projects and making architectural decisions in ambiguous problem spaces
  • Ability to work in-person at NYC HQ (Union Square) for most roles

Benefits

  • Comprehensive medical, dental, and vision plans
  • 401K with employer match
  • Commuter benefits
  • Catered lunch multiple days per week
  • Dinner stipend every night if working late
  • Grubhub subscription
  • Health & wellness perks including team offsites and monthly team events
  • Generous PTO policy

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