Position: Visual Calibration Developer (Finland)
Company: Toughbyte
Experience required: 3y
English level: fluent

*Relocation to Helsinki is required*

In short, your job is to devise algorithms for visual calibration of HMDs. This includes areas such as distortion calibration (correcting for lens distortions), or reducing variance of HW in each individual HMD unit by various algorithms to make each device as perfect as possible. You will be also working on various HMD simulation and HMD quality assessment hardware setups to be able to succeed in your job.

Tasks:

Overall calibration process and algorithms of world-class HMDs as part of the visuals team. Algorithm development for visual calibration (such as distortion profiles and color calibration) with Python and other languages, prototyping, and simulation of hardware (such as simulating the whole visual path from displays to eyes). Working with real-time rendering team to take these calibrations into use effectively.
Take part into design process of new hardware, and provide your valuable input for decisions that might affect visual quality of our products. Understand the whole process of how visuals are produced from displays through optics to human eye.
Take part into factory production process by being a key contributor and responsible for some part of the visual calibration tooling.
Design new measurement setups with relevant HW teams to ensure we can capture all key aspects of the HMD quality from real hardware.
Be responsible for unit testing, regression testing and robustness of own code.

Must-have:

Strong math and algorithm design skills. Experience with numerical optimization, regression, and overall problem-solving in numerical domain.
Multiple years of experience working with Python/Matlab/similar language for solving problems numerically.
Team player and capability to work with cross-functional teams.
Good communication skills in English

Nice to have skills:

Any experience with Python is a big plus
Any experience with color science big plus
Any real-time/offline rendering experience is a big plus (such as ability to write shaders)