Facebook Research Intern, Graphics Pixel Rendering (PhD) in Boston, Massachusetts
Facebook's mission is to give people the power to build community and bring the world closer together. Through our family of apps and services, we're building a different kind of company that connects billions of people around the world, gives them ways to share what matters most to them, and helps bring people closer together. Whether we're creating new products or helping a small business expand its reach, people at Facebook are builders at heart. Our global teams are constantly iterating, solving problems, and working together to empower people around the world to build community and connect in meaningful ways. Together, we can help people build stronger communities - we're just getting started.
The Facebook Reality Labs (FRL) Research Team brings together a world-class team of researchers, developers, and engineers to create the future of AR and VR, which together will become as universal and essential as smartphones and personal computers are today.The focus of our team is on computer graphics with primary research on the efficient synthesis of high quality images for AR / VR systems. For this position, research areas focus on custom graphics hardware that implements novel algorithms for generating, merging, occluding and resampling pixels to produce high quality images. Across the group, research areas a variety of AR / VR rendering algorithms such as ray casting, machine learning based image synthesis, differentiable & inverse rendering, perceptual rendering, etc.FRL offers internships ranging from twelve (12) to sixteen (16), or twenty-four (24) week periods. We encourage submitting papers to high-ranked computer graphics conferences and journals based on the results of the internship.
Explore issues involved in rendering scenes with high accuracy, including algorithms related to occlusion, blending, filtering and geometrical edge accuracy.
Identify, with assistance of the mentor(s), opportunities for significantly improving rendering quality in a low power custom graphics hardware pipeline.
Build a working prototype of the proposed algorithm & translate it into an approximate software + hardware architecture under the guidance of the mentor(s), with some components open sourced or published, others being patented for IP protection.
Communicate ongoing research progress and final results.
Currently has, or is in the process of obtaining, a PhD degree in the field of Computer Graphics, Computer Architecture, or related field.
3+ years of experience in C/C++.
2+ years of experience in graphics hardware pipeline architectures.
Interpersonal experience: cross-group and cross-culture collaboration.
Proven track record of achieving significant results as demonstrated by grants, fellowships, patents, as well as first-authored publications at leading workshops or conferences such as ACM SIGGRAPH, High Performance Graphics (HPG), ACM SIGGRAPH Symposium on Interactive 3D and Graphics (I3D), Eurographics Symposium on Rendering (EGSR) etc.
Must obtain work authorization in the country of employment at the time of hire, and maintain ongoing work authorization during employment.
Intent to return to degree-program after the completion of the internship/co-op.
Knowledgeable about existing and proposed GPU hardware occlusion algorithms.
Knowledgeable about existing and proposed GPU hardware subpixel rendering algorithms.
Knowledgeable about existing and proposed GPU hardware texture filtering algorithms.
Knowledgeable about existing and proposed GPU hardware pixel blending algorithms.
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