{"title": "Simulation Engineer -- Camera Hardware", "summary": "Do you love taking on big challenges that require exceptionally creative solutions? Do you deeply understand how an incredible camera experience should work? As part of our Camera Technologies group, you\u2019ll help design the innovative technology that allows each generation of Apple products to produce photos even more incredible than the last. You\u2019ll design and develop groundbreaking ideas for everything involved in our camera systems, from sensor to lens. You\u2019ll collaborate with teams across Apple to research, design, develop, test, and qualify camera hardware for Apple products. Together, we\u2019ll craft a magical photography experience that redefines what millions of customers can expect from their cameras. The Image Sciences team, a part of the Camera Hardware and Depth Team, develops novel metrology, calibration, and simulation processes to enable the implementation and architecture of machine-vision-driven and photographic experiences! We collaborate closely with cross-functional teams to define hardware design specifications and key performance metrics to deliver seamless user experiences. The team is seeking an expert in imaging, computer vision, or rendering with broad skills to help develop next-generation, high-throughput simulation frameworks to guide the design and architecture of products, including AR/VR features.", "description": "-  Develop GPU-based image simulation pipelines including models for optics, sensor, and ISP.\n-  Develop and maintain tools to generate large volumes of synthetic images on-demand.\n-  Characterize end-to-end (hardware and software) performance of features through simulation studies.\n-  Develop differentiable models for optics and sensors to train and optimize machine vision algorithms.\n- Manage project deliverables and schedules to meet commitments to product development teams.", "key_qualifications": "Strong programming background in C/C++\nExperience with at least one of the following GPU APIs : Cuda, OpenCL, Metal, Vulkan, OpenGL, DirectX\nExperience with one or more of the following:\n(Preferred) Rendering engines: Unreal-Engine, Unity, Blender, V-Ray, Mitsuba or similar,\nImage processing: NeRF, image-generative networks, computer vision, or related topics\nOptics: imaging system design, lens design, computational imaging, or similar\nExperience in the following is a plus: Halide, Python, Linux, continuous integration/deployment, Docker, CMake", "preferred_qualifications": "", "education_experience": "BS and a minimum of 10 years relevant industry experience", "additional_requirements": "", "pay_benefits": "At Apple, base pay is one part of our total compensation package and is determined within a range. This provides the opportunity to progress as you grow and develop within a role. The base pay range for this role is between $175,800 and $312,200, and your base pay will depend on your skills, qualifications, experience, and location.\n\nApple employees also have the opportunity to become an Apple shareholder through participation in Apple\u2019s discretionary employee stock programs. Apple employees are eligible for discretionary restricted stock unit awards, and can purchase Apple stock at a discount if voluntarily participating in Apple\u2019s Employee Stock Purchase Plan. You\u2019ll also receive benefits including: Comprehensive medical and dental coverage, retirement benefits, a range of discounted products and free services, and for formal education related to advancing your career at Apple, reimbursement for certain educational expenses \u2014 including tuition. Additionally, this role might be eligible for discretionary bonuses or commission payments as well as relocation. Learn more about Apple Benefits.\n\nNote: Apple benefit, compensation and employee stock programs are subject to eligibility requirements and other terms of the applicable plan or program.", "company": "apple"}