14 Sep
|
Mission 2030 | Aatmnirbhar Bharat
|
Surat
14 Sep
Mission 2030 | Aatmnirbhar Bharat
Surat
Real-Time Graphics, GPU Physics & Vulkan EngineerFounding Engineering Team / Core LLD
Compensation: ₹1,50,000 – ₹2,00,000 per month
Engagement: Full-time / Core Engineering Role
Experience: Strong final-year/postgraduate candidates with exceptional project experience, or engineers with approximately 2–5 years of relevant systems/graphics experience
About the RoleWe are building a proprietary, ultra-low-latency real-time virtual fitting and digital human engine from the ground up.
We are looking for a highly capable Real-Time Graphics, GPU Physics & Vulkan Engineer to join the Founding Engineering Team and work on the low-level graphics, simulation, rendering, and character-runtime architecture.
This is a hands-on systems engineering role for candidates who have built or meaningfully contributed to real graphics engines, GPU pipelines, physics simulations, rendering systems, research projects, or technically demanding thesis work.
The system is being engineered for a hard performance target of:
60 FPS with a total frame budget below 16.6 ms on dedicated NVIDIA RTX hardware.
What You Will Work OnYou will contribute to a real-time pipeline involving:
3D skeletal / body transforms → CUDA–Vulkan zero-copy memory → Vulkan RHI → OpenRigLogic / MetaHuman runtime → GPU skeletal skinning → NVIDIA PhysX 5 / NvCloth → real-time PBR rendering
Your responsibilities will include
Character Runtime &
• Animation
- Build robust Up-to-date C++ loaders for MetaHuman DNA assets and skeletal hierarchies.
- Integrate OpenRigLogic / RigLogic into the runtime character pipeline.
- Drive character rigs using live skeletal joint rotations and transform data.
- Implement GPU-based skeletal skinning and procedural body correctives.
- Optimize character deformation for extremely low latency.
Vulkan Rendering & • GPU Systems
- Maintain and extend a lightweight custom Vulkan C++ rendering engine.
- Build low-latency frame and memory-management systems.
- Implement CUDA–Vulkan zero-copy interoperability using shared GPU memory.
- Minimize unnecessary CPU–GPU data transfers.
- Work with Vulkan command buffers, descriptor sets, barriers, memory management, and synchronization.
Real-Time Cloth & • GPU Physics
- Integrate NVIDIA PhysX 5 and NvCloth-based cloth simulation.
- Implement dynamic fabric behavior including tension, shear, bending, gravity, and collision.
- Maintain cloth simulation within a strict real-time GPU compute budget.
- Develop body–garment collision systems.
- Reduce cloth-body clipping during real-time character motion.
Shader & • Rendering Pipeline
- Develop and optimize GLSL / HLSL vertex, fragment, and compute shaders.
- Build physically based rendering pipelines for materials such as:
- Textile and micro-fiber materials
- Silk
- Denim
- Human skin
- Implement efficient Level-of-Detail strategies.
- Optimize GPU workloads to maintain the 60 FPS performance target.
Core Technical StackWe are particularly interested in candidates with hands-on experience in:
- Modern C++ — C++17 / C++20
- Vulkan
- DirectX 12
- CUDA
- GPU compute
- GLSL / HLSL
- NVIDIA PhysX 5
- NVIDIA NvCloth
- OpenRigLogic / MetaHuman DNA SDK
- GPU skeletal skinning
- PBR rendering
- 3D linear algebra
- Quaternions and dual quaternions
- Numerical simulation
- Multithreading and data-oriented design
Profiling & Performance ToolsExperience with one or more of the following is highly valued:
- NVIDIA Nsight Graphics
- NVIDIA Nsight Systems
- RenderDoc
- PIX
You should be comfortable identifying GPU bottlenecks, pipeline stalls, synchronization issues, unnecessary memory transfers, and frame-time spikes. What We Want to SeeCandidates should ideally be able to demonstrate relevant work through:
- GitHub repositories
- Custom Vulkan or DX12 engines
- Real-time 3D renderers
- PBR implementations
- Compute-based GPU pipelines
- Skeletal animation systems
- GPU skinning
- Blend-shapes
- Character rigging systems
- Cloth or GPU physics simulations
- Position-Based Dynamics
- Mass-spring simulations
- CUDA kernels
- Compute shaders
- GPU optimization or profiling projects
- Research papers
- Thesis projects
- Production codebases
We value demonstrable engineering work more than keyword familiarity. Compensation & BenefitsCompensation: ₹1,50,000 – ₹2,00,000 per month.
Additional benefits associated with the role include:
- Direct architectural guidance
- Technical code reviews
- Engineering mentorship and technical sparring with senior graphics leadership with NVIDIA / Sony experience
- Access to a dedicated high-end workstation with discrete NVIDIA RTX hardware
- Opportunity to work on core architecture rather than peripheral application development
- Exposure to graphics, GPU physics, real-time simulation, character systems, and performance-critical engineering in one integrated platform
Hiring ProcessOur hiring process is designed to focus on demonstrated engineering ability.
Typical stages may include
1. Application Review
Review of your CV, GitHub, portfolio, research, thesis work, or relevant production projects.
2. Technical Portfolio / Project Discussion A detailed conversation about systems you have actually built, including architecture, performance constraints, technical decisions, and trade-offs.
3. Core Technical Interview
Discussion around Modern C++, Vulkan / graphics APIs, GPU systems, rendering, skeletal animation, physics simulation, CUDA, synchronization, and performance optimization.
4. Practical Technical Assessment, if required
Selected candidates may be asked to complete or discuss a focused engineering problem relevant to the role.
5. Final Technical / Founding Team Discussion
Discussion around ownership, engineering approach, expectations, collaboration, and the role within the core team.
The exact process may vary depending on the candidate's background and demonstrated experience.
How to ApplyPlease send
- Your CV / résumé
- GitHub profile
- Portfolio or technical website, if available
- Links to relevant projects, engines, repositories, demos, research, or thesis work
- A short description of the most technically challenging real-time graphics, rendering, GPU, or simulation system you have worked on
Candidates who can clearly demonstrate hands-on systems-level work will be prioritized. Applicant PrivacyInformation submitted during the recruitment process should be used only for evaluating your candidacy, communicating with you regarding the role, and managing the hiring process.
Applicants should avoid submitting passwords, financial information, government identification numbers, or other unnecessary sensitive personal information with their initial application.
Application materials may be reviewed by relevant members of the hiring and technical evaluation team.
Where candidate information is retained for consideration for future opportunities, applicants should be informed in accordance with the organization's applicable recruitment and privacy practices.
📌 Real-Time Graphics, GPU Physics & Vulkan Engineer (Surat)
🏢 Mission 2030 | Aatmnirbhar Bharat
📍 Surat