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General Motors
Sunnyvale, California, United States of America; GM Automation - Sunnyvale - GM Automation - Sunnyvale
Source: General Motors careers · View original posting
From General Motors's posting. “We” and “our” refer to the employer.
Job Description
Staff Graphics Engineer — Rendering (Simulation)
Remote: This role is open to a fully remote position or hybrid with one of our offices if preferred.
Role Overview
As a Staff Graphics Engineer on the Rendering team, you will push the visual and physical fidelity of a GPU-accelerated, physically-based sensor simulator used to generate synthetic data — cameras, LiDAR, radar, and depth sensors — for autonomous vehicle development and validation. This is a deep graphics role: you will own and advance the light transport, materials, atmosphere, and sensor-imaging pipelines that determine how realistic our rendered output is.
Your work directly affects the quality of the synthetic data that AV perception and planning teams train and validate against, where physical accuracy is not a "nice to have" but the entire point.
We render with NVIDIA OptiX and CUDA, evaluate physically-based materials through NVIDIA MDL, and produce spectrally-derived, radiometrically-grounded imagery. We're looking for someone with a genuine graphics background — the kind of engineer who has implemented a BRDF from a paper, debugged energy loss in a microfacet model, and cares about the difference between physically plausible and physically correct.
The Rendering team builds the physically-based rendering core of our sensor simulation platform. We own the full path from scene and material ingestion through GPU ray tracing, atmospheric and volumetric rendering, sensor image formation, and post-processing. Our stack includes C++ (17/20), CUDA, NVIDIA OptiX, NVIDIA MDL, OpenUSD, and ROS. We care about light transport correctness, radiometric accuracy, performance on real production scenes, and clean, maintainable architecture.
Why Join Us?
Work on real, hard rendering problems — light transport, physically-based materials, atmospheric and volumetric scattering, and sensor image formation — where physical correctness is the product.
Own meaningful surface area: the sky/atmosphere system, the materials pipeline, the camera imaging pipeline, or the core ray tracing path, depending on your strengths.
Influence the technical direction of a rendering platform used across the organization for perception training, closed-loop simulation, and reinforcement learning.
Join a team that values rigor — papers, derivations, reference comparisons, and pixel-level regression testing — alongside pragmatic engineering.
BS, MS, or PhD in Computer Science, Computer Graphics, or equivalent experience.
8+ years of professional software engineering experience, with a substantial portion focused on real-time or physically-based rendering.
Deep, hands-on graphics expertise: physically-based rendering , BRDF / microfacet theory , Monte Carlo path tracing , importance sampling, and light transport. You can read a SIGGRAPH paper and turn it into correct, performant shader code.
Strong C++ skills (modern C++17/20), including performance optimization, memory management, and clean API and system design in a large codebase.
Significant GPU programming experience — CUDA and/or a ray tracing API (OptiX, DXR, Vulkan RT) — with a real understanding of GPU architecture and execution.
Solid grounding in the math of rendering: linear algebra, sampling and probability, radiometry, and color science.
Experience profiling and optimizing GPU rendering workloads (e.g., Nsight) on real, complex scenes.
Strong communication and collaboration skills, and a track record of driving technical design across teams.
Movie industry experience background
Bonus Points
Experience implementing or extending a production renderer, game engine rendering core, offline/path-tracing renderer, or commercial graphics product.
Experience with NVIDIA MDL , OSL, or other physically-based material systems.
Experience with OptiX specifically, or other GPU ray tracing / BVH-based pipelines.
Spectral rendering, atmospheric scattering models (Prague, Hosek-Wilkie, Bruneton), or volumetric cloud rendering (Schneider/Nubis-style ray marching, Hillaire multi-scattering).
Camera and sensor imaging: ISP pipelines, sensor noise modeling, lens distortion, motion blur, rolling shutter, exposure and white balance.
Experience with OpenUSD scene description and asset pipelines.
Familiarity with ROS and integrating rendering output into robotics / AV data stacks.
Experience enabling rendering for machine learning workloads — synthetic data generation, reinforcement learning environments, or closed-loop simulation.
Contributions to open-source rendering, graphics, or simulation projects, or relevant publications.
Compensation
The compensation information is a good faith estimate only. It is based on what a successful applicant might be paid in accordance with applicable state laws. The compensation may not be representative for positions located outside of New York, Colorado, California, or Washington.
The salary range for this role is $160,200 to $246,300. The actual base salary a successful candidate will be offered within this range will vary based on factors relevant to the position.
Bonus Potential: An incentive pay program offers payouts based on company performance, job level, and individual performance.
We believe we all must make a choice every day – individually and collectively – to drive meaningful change through our words, our deeds and our culture. Every day, we want every employee to feel they belong to one General Motors team.
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