Senior Linux Graphics Engineer
Listed on 2026-08-03
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Software Development
C++ Developer, Unix/Linux, Software Engineer
About the Role
Before an autonomous vehicle navigates a busy intersection, before a robot learns to pick and place in a warehouse, before any Physical AI system is trusted in the real world, it has to prove itself in ours. Parallel Domain builds the platform that validates the next generation of autonomous systems in high-fidelity virtual environments.
Our rendering pipeline is how that platform earns its credibility with customers. Rendering for machine perception is a different discipline than rendering for human eyes: output has to be physically defensible, reproducible frame to frame, and fast enough that a customer's autonomy stack isn’t left waiting on it. The stack is rooted in real-time game engine technology and runs at scale in the cloud, and we’re evolving it across both fronts — the graphics techniques themselves, and the platforms and APIs we run them on.
We’re hiring a Senior Linux Graphics Engineer to lead our cross-platform rendering work. This is a senior individual contributor role on a small, deep graphics team. Your first charter is a substantial Linux and Vulkan migration of our renderer, owned end to end from early build through production quality. From there you’ll continue as a core member of the graphics team, working alongside our rendering engineers on the harder problems in the pipeline — wide-angle rendering, scene reconstruction, lighting, and GPU performance.
ResponsibilitiesOwn the Linux and Vulkan migration. Take our current Windows-based renderer from early build to production quality on Linux on Nvidia graphics: correct output across every camera, lidar, and radar configuration we support, at performance that holds up against our benchmarks. You are the person accountable for this landing.
Close the gap between graphics backends. Diagnose and fix the differences between our DirectX and Vulkan paths — memory footprint, shader compilation and pre-caching, driver behavior, synchronization, and the rendering artifacts that show up on one backend and not the other.
Make correctness verifiable. Build the comparison harnesses and regression tests that prove output equivalence across platforms.
Profile and optimize on Linux. Establish the GPU and CPU profiling workflow on the platform, find the bottlenecks, fix them, and codify the patterns so the team isn’t rediscovering them in six months.
Contribute to the rendering roadmap. Beyond the migration, take on the broader rendering work: wide-angle and multi-view rendering, reconstruction-based techniques such as gaussian splatting, lighting work in collaboration with our ML team, and moving computation onto available GPU capacity.
Work across the stack. Partner with our build, infrastructure, and simulation engineers. The renderer doesn’t ship in isolation — it ships inside a containerized application, through a build system, onto cloud GPU instances, and every one of those seams has a platform dimension.
Use AI tooling actively. LLM-assisted coding and debugging meaningfully accelerate this kind of work when applied well. We expect fluency here and active contribution to the team’s practice.
Experience. 7+ years in real-time graphics or engine programming, with at least one product you took all the way to ship.
Vulkan depth. Production experience with Vulkan — not a side project. You’ve written and debugged Vulkan render paths, reasoned about memory allocation and descriptor management, chased down synchronization and validation-layer issues, and shipped the result.
Linux graphics in production. You’ve shipped graphics software on Linux and are comfortable in that environment end to end: GPU drivers, Mesa or vendor stacks, shader tool chains, compositors, containers, and the debugging tools that actually work there.
Modern C++. Highly productive in a large, real C++ codebase with a serious build system and CI. You can navigate an engine you didn’t write.
GPU performance work. Demonstrated ability to profile a frame, identify the real bottleneck, and fix it — on both GPU and CPU sides — using tools like Render Doc, Nsight, or platform equivalents.
Independence. This role starts with a hard problem and not…
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