Senior Linux Graphics Engineer

Posted 3 Hours Ago
Be an Early Applicant
Hiring Remotely in USA
Remote
155K-175K Annually
Senior level
Artificial Intelligence • Computer Vision • Machine Learning
The Role
Lead the Linux and Vulkan migration of a real-time renderer, ensure cross-backend correctness and performance, build regression/comparison tests, profile and optimize GPU/CPU, and contribute to rendering roadmap and platform integration across build, container, and cloud GPU infrastructure.
Summary Generated by Built In
About the Role

Before an autonomous vehicle navigates a busy intersection, before a robot learns to pick and place in a warehouse, before any Physical AI system is trusted in the real world, it has to prove itself in ours. Parallel Domain builds the platform that validates the next generation of autonomous systems in high-fidelity virtual environments.

Our rendering pipeline is how that platform earns its credibility with customers. Rendering for machine perception is a different discipline than rendering for human eyes: output has to be physically defensible, reproducible frame to frame, and fast enough that a customer's autonomy stack isn't left waiting on it. The stack is rooted in real-time game engine technology and runs at scale in the cloud, and we're evolving it across both fronts — the graphics techniques themselves, and the platforms and APIs we run them on.

We're hiring a Senior Linux Graphics Engineer to lead our cross-platform rendering work. This is a senior individual contributor role on a small, deep graphics team. Your first charter is a substantial Linux and Vulkan migration of our renderer, owned end to end from early build through production quality. From there you'll continue as a core member of the graphics team, working alongside our rendering engineers on the harder problems in the pipeline — wide-angle rendering, scene reconstruction, lighting, and GPU performance.


Responsibilities

  • Own the Linux and Vulkan migration. Take our current Windows-based renderer from early build to production quality on Linux on Nvidia graphics: correct output across every camera, lidar, and radar configuration we support, at performance that holds up against our benchmarks. You are the person accountable for this landing.

  • Close the gap between graphics backends. Diagnose and fix the differences between our DirectX and Vulkan paths — memory footprint, shader compilation and pre-caching, driver behavior, synchronization, and the rendering artifacts that show up on one backend and not the other.

  • Make correctness verifiable. Build the comparison harnesses and regression tests that prove output equivalence across platforms.

  • Profile and optimize on Linux. Establish the GPU and CPU profiling workflow on the platform, find the bottlenecks, fix them, and codify the patterns so the team isn't rediscovering them in six months.

  • Contribute to the rendering roadmap. Beyond the migration, take on the broader rendering work: wide-angle and multi-view rendering, reconstruction-based techniques such as gaussian splatting, lighting work in collaboration with our ML team, and moving computation onto available GPU capacity.

  • Work across the stack. Partner with our build, infrastructure, and simulation engineers. The renderer doesn't ship in isolation — it ships inside a containerized application, through a build system, onto cloud GPU instances, and every one of those seams has a platform dimension.

  • Use AI tooling actively. LLM-assisted coding and debugging meaningfully accelerate this kind of work when applied well. We expect fluency here and active contribution to the team's practice.

Required Qualifications

  • Experience. 7+ years in real-time graphics or engine programming, with at least one product you took all the way to ship.

  • Vulkan depth. Production experience with Vulkan — not a side project. You've written and debugged Vulkan render paths, reasoned about memory allocation and descriptor management, chased down synchronization and validation-layer issues, and shipped the result.

  • Linux graphics in production. You've shipped graphics software on Linux and are comfortable in that environment end to end: GPU drivers, Mesa or vendor stacks, shader toolchains, compositors, containers, and the debugging tools that actually work there.

  • Modern C++. Highly productive in a large, real C++ codebase with a serious build system and CI. You can navigate an engine you didn't write.

  • GPU performance work. Demonstrated ability to profile a frame, identify the real bottleneck, and fix it — on both GPU and CPU sides — using tools like RenderDoc, Nsight, or platform equivalents.

  • Independence. This role starts with a hard problem and not much precedent to lean on. You can scope it, sequence it, and drive it to completion without close supervision.

  • Communication. You can explain a thorny graphics tradeoff to a non-graphics engineer in five sentences, and give an honest read on schedule when one is asked for.

Preferred Qualifications

  • Unreal Engine on Linux. You've shipped a modern Unreal Engine title (5.5 or later) on Linux with the Vulkan RHI.

  • Unreal Engine internals. Deep familiarity with UE's RHI layer, render graph, shader pipeline, and the parts of the engine most people never touch.

  • Open source contribution. Meaningful contributions to Vulkan-adjacent open source — Mesa, DXVK/VKD3D, Proton, SPIR-V tooling, validation layers, or the Vulkan ecosystem more broadly. Developers doing this work tend to know where the standard is going before the rest of us do.

  • Cross-API porting. Prior experience bringing a renderer from DirectX 11/12 to Vulkan, or the reverse.

  • Adjacent low-latency graphics. Video streaming, cloud gaming, or remote rendering backgrounds — that work lives close to Vulkan drivers and Linux GPU stacks.

  • Sensor and simulation graphics. Familiarity with lidar, radar, or camera simulation, physically based rendering for machine perception, or neural rendering and Gaussian splatting.

Core Tools

    Vulkan · Unreal Engine 5 · C++ · Linux · HLSL/SPIR-V · RenderDoc · Nsight · Docker · Kubernetes · AWS · GitHub Actions

What Success Looks Like

    In your first six months, you'll have:

  • Taken the Linux renderer to production quality, with output validated as equivalent across platforms for our supported sensor configurations.

  • Closed the performance and memory gap between graphics backends.

  • Left behind a regression and comparison harness the team trusts, so platform parity stays proven rather than assumed.

  • Started contributing to the broader rendering roadmap and established yourself as a peer to the rest of the graphics team.

What Makes a Great Candidate

    You go deep. You like problems where the answer isn't documented anywhere and you have to read the driver source, the spec, or the disassembly to find out what's really happening. You hold strong opinions about graphics APIs and can defend them, but you treat your tools as instruments, not identity. You'd rather own something end to end than work a ticket queue. And you're drawn to what happens when real-time rendering gets pointed at machine perception instead of human eyes — the constraints are different, and most of the interesting problems are still open.

Compensation & Location

    Base salary range of $155,000 to $175,000, commensurate with skills, qualifications, and experience.

    This role is fully remote within North America. Our company operates on PST working hours

Why join Parallel Domain?

    We are assembling a team of creative, talented visionaries seeking to build a new technology that will change the world. You will be able to learn, build, and scale our team and technology in a collaborative, creative culture that values every team member.

    To attract and inspire the right talent, we offer:

  • Equity

  • Employer-paid supplemental medical, mental health, dental, and vision benefits

  • Flexible paid vacation, sick time, winter shutdown, and 11+ holidays per year

  • Paid parental leave

  • Equipment budget to optimize your setup

  • Annual learning and development stipend

Equal Employment Opportunity

Parallel Domain celebrates diversity and is committed to creating a safe and inclusive environment for all our people. We are committed to providing employees with an environment free of discrimination, bullying and harassment. All employment decisions at Parallel Domain are based on business needs, job requirements and individual qualifications. We will maintain our commitment to and support of equal employment opportunity for all individuals without regard to race, national/ethnic origin, colour, religion, age, sex (including pregnancy), sexual orientation, gender identity/expression, marital status, family status, genetic characteristics or physical/mental disability. Our commitment extends to any other protected classes which may exist under applicable law.

Skills Required

  • 7+ years in real-time graphics or engine programming with at least one shipped product
  • Production experience with Vulkan, including memory, descriptors, synchronization, and validation debugging
  • Shipped graphics software on Linux and proficiency with Linux GPU stacks, drivers, shader toolchains, compositors, and containers
  • Highly productive in modern C++ within large codebases, build systems, and CI
  • Demonstrated GPU and CPU performance profiling and optimization experience using tools like RenderDoc and Nsight
  • Ability to independently scope, sequence, and drive complex engineering projects to completion
  • Strong communication skills to explain technical tradeoffs and provide honest schedule estimates
  • Experience shipping Unreal Engine titles on Linux with the Vulkan RHI
  • Deep familiarity with Unreal Engine internals (RHI, render graph, shader pipeline)
  • Meaningful open-source contributions to Vulkan-adjacent projects (Mesa, DXVK, SPIR-V tooling, validation layers)
  • Prior experience porting renderers between DirectX and Vulkan
  • Background in low-latency graphics such as video streaming, cloud gaming, or remote rendering
  • Familiarity with sensor and simulation graphics (lidar, radar, camera sim), PBR for machine perception, or neural rendering
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The Company
HQ: Palo Alto, CA
67 Employees
Year Founded: 2017

What We Do

Training and testing autonomous systems in the real world is a slow, expensive and cumbersome process. Parallel Domain is the smartest way to prepare both your machines and human operators for the real world, while minimizing the time and miles spent there. Connect to the Parallel Domain API and tap into the power of synthetic data to accelerate your autonomous system development. Parallel Domain works with perception, machine learning, data operations, and simulation teams at autonomous systems companies, from autonomous vehicles to delivery drones. Our platform generates synthetic labeled data sets, simulation worlds, and controllable sensor feeds so they can develop, train, and test their algorithms safely before putting these systems into the real word. #syntheticdata #autonomy #AI #computervision #AV #ADAS #machinelearning

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