High-Density 3D Rendering: Author custom shaders, instanced geometry buffers, and batching algorithms to render large numbers of objects at high frame rates in a single draw call
Interactive Visualization: Build 3D interactive scenes with camera controls, running on rendering timers decoupled from the underlying simulation clock
Backend Connectivity: Consume a backend API from the client — REST calls for request/response operations and an async client for long-lived, server-pushed updates — without blocking the UI event loop
Client Security & Packaging: Integrate UI event loops with backend state, enforce agile role-based UI visibility, and build installer packages with runtime-configurable server endpoints
Requirements
Mandatory:
C++
Native GUI toolkit (e.g. Qt)
with signal/slot or equivalent event model
OpenGL, shader programming (GLSL), instanced rendering, batching
Camera controls (e.g. arcball), scene graph management
REST client integration, async client for streaming/server-push updates
Role-based UI visibility, endpoint/config management
Installer/packaging tooling for the target OS(es)