ACL Digital

Engineer, Senior - Job ID: 8425

⭐ - Featured Role | Apply direct with Data Freelance Hub
This role is for a Senior Engineer contractor focusing on GPU optimization and real-time rendering, requiring expertise in Vulkan, C++17/20, and mobile GPU architectures. The contract is 100% onsite in San Diego, with a pay rate of "unknown" and a duration of "unknown".
🌎 - Country
United States
πŸ’± - Currency
$ USD
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πŸ’° - Day rate
Unknown
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πŸ—“οΈ - Date
July 15, 2026
πŸ•’ - Duration
Unknown
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🏝️ - Location
On-site
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πŸ“„ - Contract
Unknown
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πŸ”’ - Security
Unknown
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πŸ“ - Location detailed
San Diego, CA
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🧠 - Skills detailed
#Debugging #Data Pipeline #Documentation #Perl #Computer Science #Programming #Python #Embedded Systems #Mathematics #C++ #Data Processing
Role description
JOB DESCRIPTION Top 5 Required Skills (These are not preferred skills. If the candidate does not have these required skills, they will be rejected completely) 1. Vulkan Graphics Programming - Strong experience with Vulkan render pipelines, compute shaders, synchronization, descriptor sets, memory barriers, and GPU-driven rendering. 1. Modern C++ Performance Engineering - Expert-level C++ for real-time systems, memory management, multithreading, SIMD-friendly data layouts, and low- latency rendering code. 1. Mobile GPU Optimization - Deep understanding of mobile GPU architectures, especially tile-based rendering, bandwidth limits, cache behavior, thermal constraints, and power/performance tradeoffs. 1. GPU Compute and Shader Optimization - Ability to optimize GLSL/SPIR-V compute and graphics shaders, including sorting, culling, binning, blending, prefix sums, compaction, and parallel data processing. 1. Graphics Performance Profiling and Debugging - Experience identifying GPU bottlenecks using profiling tools, analyzing frame timing, shader occupancy, memory bandwidth, overdraw, synchronization stalls, and CPU/GPU overlap. Technologies: What does this temp must know to perform the required job duties (These are not preferred technologies - If they do not have these technologies they will be rejected completely) Required Technologies - Vulkan - C++17/C++20 - Android NDK - GLSL or HLSL - SPIR-V - Qualcomm Adreno GPU architecture - Snapdragon mobile platforms - Qualcomm Snapdragon Profiler - RenderDoc - Android Studio / Android build tools - CMake - GPU compute shader math - Real-time rendering pipelines Required Education: Required Years of Experience Bachelor's degree in Applied Mathematics, Computer Science, Computer Engineering, Electrical Engineering, Software Engineering, or related field and 2+ years of Software Engineering, Hardware Engineering, Systems Engineering, Electrical Engineering, Game Rendering, or related work experience. Key Words: Job Description: Principal Duties and Responsibilities: β€’ Applies Graphics knowledge and experience to architect, design, implement, and verify the structure and performance of GPU hardware, drivers, features, applications, and tools. β€’ Writes code for features, drivers, and APIs using different languages (e.g., C, C++, perl, python) and ensures code will perform effectively on different platforms. β€’ Maintains comprehensive pre- and post-silicon tests using tools and methods in different environments (e.g., simulation, emulation, on-device) to verify performance and identify issues. β€’ Identifies deficiencies in designs and works with team members to develop solutions to improve designs. β€’ Collaborates with teams and external stakeholders to expose new features and functionality that align with needs and goals for implementation and customization. β€’ Writes detailed design documentation and feature descriptions for projects to guide developers and/or customers to use or implement software. Level of Responsibility: β€’ Works under supervision. β€’ Decision-making may affect work beyond immediate work group. β€’ Requires verbal and written communication skills to convey information. May require basic negotiation, influence, tact, etc. β€’ Has a moderate amount of influence over key organizational decisions. β€’ Tasks require multiple steps which can be performed in various orders; some planning, problem-solving, and prioritization must occur to complete the tasks effectively. Comments for Suppliers: Β· How many rounds of interviews should be expected? 2 rounds: one interview with hiring manager and one formal interview follow up Β· Work Location: 100% Onsite San Diego -100% Onsite Β· Shift: Hour/Days of Work Standard 40 hours /week Job Title: Contractor – Graphics Software Engineer (Dynamic Gaussian Splatting, On-Device XR, Android) Job Overview We are seeking a contractor Graphics Software Engineer to support development of real-time Gaussian Splatting–based rendering systems for avatar and XR applications running on-device (edge devices such as Android phones and AR glasses). This role focuses on GPU optimization, memory-efficient data pipelines, and real-time Gaussian Splatting rendering under mobile constraints. The ideal candidate will be highly hands-on and able to quickly improve performance-critical systems deployed directly on hardware. Key Responsibilities 1. Gaussian Splatting Rendering β€’ Develop and optimize Dynamic Gaussian Splatting (3DGS) rendering pipelines β€’ Improve performance of splat-based rendering, including sorting, data layout, and shader efficiency β€’ Analyze and resolve issues such as: β€’ Splat flickering and popping β€’ Sorting inconsistencies β€’ Precision differences between CPU and GPU 1. On-Device GPU Optimization (Android / Edge Devices) β€’ Optimize Gaussian Splatting pipelines for mobile GPUs (e.g., Adreno) on Android β€’ Ensure efficient execution under limited memory, bandwidth, and power constraints β€’ Tune rendering for real-time performance on phones and AR glasses 1. Data Pipeline & Memory Efficiency β€’ Design compact data representations for Gaussian Splatting frame data β€’ Optimize CPU β†’ GPU data transfers for real-time rendering β€’ Eliminate intermediate processing and reduce runtime memory overhead 1. Shader Development & Rendering Pipeline Integration β€’ Implement GPU shaders tailored to Gaussian Splatting data formats β€’ Optimize shader input pathways for efficient on-device execution β€’ Integrate rendering pipelines with motion, lighting systems. 1. Debugging & System Validation β€’ Debug complex rendering issues in Gaussian Splatting pipelines β€’ Investigate numerical precision issues and GPU/CPU inconsistencies β€’ Validate rendering output against reference pipelines 1. Collaboration & Execution β€’ Collaborate closely with XR, vision, and avatar teams β€’ Contribute to on-device demos and prototype systems (phones / AR glasses) β€’ Execute quickly on well-defined tasks with strong ownership of implementation Required Qualifications β€’ Bachelor’s or Master’s degree in Computer Science, Computer Engineering, Electrical Engineering, or related field β€’ Strong programming skills in C/C++ β€’ Experience with Android platform development β€’ Experience with GPU programming (OpenGL ES, Vulkan, or similar) β€’ Solid understanding of: β€’ Real-time rendering pipelines β€’ GPU memory management β€’ Performance optimization on embedded systems Preferred Qualifications β€’ Direct experience with Gaussian Splatting / Relighting / Simulation β€’ Experience building graphics systems on mobile or XR devices β€’ Familiarity with Adreno GPU architecture β€’ Experience optimizing for real-time constraints (latency, bandwidth, power) β€’ Experience debugging rendering artifacts in GPU pipelines