Graphics Software Engineer - Consumer Devices
Role details
Job location
Tech stack
Job description
About the Team
The Graphics team builds the graphics runtimes and rendering systems that power next-generation user interfaces and visual experiences. We work across rendering pipelines, display composition, and GPU optimization to deliver beautiful, performant, and reliable real-time graphics across devices. Our work spans from early architecture through production, partnering closely with camera, vision, and UX teams to create seamless visual interactions.
About the Role
As a Graphics engineer, you will design, implement, and optimize real-time rendering pipelines and graphics frameworks for 2D and 3D applications. You'll own the end-to-end display and composition path-covering swapchains, frame pacing, vsync, color/HDR, and zero-copy buffer flow-while driving system reliability and performance at scale.
We're looking for engineers who combine deep technical expertise in rendering and GPU systems with a strong product sense for crafting responsive, high-quality user experiences.
This role is based in San Francisco, CA. We use a hybrid work model of four days in the office per week and offer relocation assistance to new employees.
In this role, you will:
- Build and evolve graphics runtimes and libraries (text/raster, image pipelines, materials/shaders, scene graph) for app/UI developers.
- Design, implement, and optimize real-time rendering pipelines (2D/3D) using Vulkan or OpenGL ES.
- Own the display and composition path, including swapchains, frame pacing, vsync, color/HDR, and zero-copy buffer flow.
- Establish performance and quality bars through GPU/CPU profiling, frame-time analysis, and optimization for memory, power, and thermal budgets.
- Collaborate with camera, vision, and UX teams to enable compositing, effects, and media/compute interoperability.
- Drive reliability through robust startup/shutdown, crash capture, graceful GPU resets, and automated graphics tests in CI.
Requirements
- Have deep experience shipping graphics or high-performance systems on Linux, Android, or iOS devices.
- Have built or contributed to UI/rendering frameworks.
- Are familiar with Vulkan, Metal, or OpenGL ES.
- Are proficient in C/C++ and modern shading languages.
- Understand display pipelines and windowing/compositors (e.g., DRM/KMS, Wayland, SurfaceFlinger/HWC, macOS/iOS render server, IOMobileFramebuffer).
- Have a proven track record shipping real-time rendering features with tight latency, power, and memory constraints.
- Are fluent with profiling and debugging tools (RenderDoc, Xcode Metal frame debugger, perf/ftrace/Instruments, GDB/LLDB).
- Enjoy working closely with designers to balance visual ambition and engineering constraints.
- (Nice to have) Experience with text and 2D stacks (Skia, FreeType/HarfBuzz, CoreGraphics) or vector/raster pipelines.
- (Nice to have) Familiarity with color management and HDR (ICC color profiles, wide-gamut workflows).
- (Nice to have) Experience with compute/graphics interop (Vulkan compute, CUDA/OpenCL/Metal) and image processing chains.
- (Nice to have) Exposure to graphics driver or Mesa stack development, or kernel/media paths.
- (Nice to have) Experience with robotics, AR/VR, wearables, or other real-time, resource-constrained products.