Software Engineer, Photoreal 3D
Company websitemirage.app (Mirage, opens in new tab)
Base salary $175K to $300K
Employer-published annual base salary, USD. Advertised base range in New York City, NY +1 more
You apply on the employer's own site. Six Figure Work does not handle applications.
- LocationNew York City, NY +1 more
- WorkplaceWorkplace not stated
- Status at last checkSource accepting applications when checked
- Last checked (3 h ago) · observed since
All places named
- New York City, NY
- Union Square
About this job
Mirage is an AI video company focused on making creation dramatically easier. Our team tackles some of the hardest creative and technical challenges in generative media.
We get to rethink how people collaborate with AI that can actually do creative work with them—defining entirely new interaction paradigms for AI-native video tools. We make that possible by building multimodal agents that turn creative direction into edits, rendering engines that composite multiple layers of video and graphics, and generative video models trained from the ground up that create new media when needed.
All of this comes together in Captions, our creative workspace for generating, editing, and designing video. The technology behind Captions is now available more broadly: Tesseract gives any AI agent native video-editing capabilities, while developers can integrate our models into their own products through APIs.
Explore our work
Captions — Our flagship creative workspace
Tesseract — Our professional video engine for AI agents
Research — The foundation models we build in-house
Updates — The latest from Mirage
TechCrunch, Forbes, Fast Company — Press
Our Investors
We’re very fortunate to have some the best investors and entrepreneurs backing us, including Index Ventures, Kleiner Perkins, Sequoia Capital, Andreessen Horowitz, General Catalyst, Uncommon Projects, Kevin Systrom, Mike Krieger, Lenny Rachitsky, Antoine Martin, Julie Zhuo, Ben Rubin, Jaren Glover, SVAngel, 20VC, Ludlow Ventures, Chapter One, and more.
Please note that most of our roles will require you to be in-person at our NYC HQ (located in Union Square)
About the role
We want Tesseract to render 3D that is indistinguishable from footage. You'll be the founding engineer for photoreal 3D in Tesseract, our Rust-based, cross-platform graphics and media rendering engine.
Tesseract already renders video, motion graphics, effects and compositing in a color- managed pipeline. You'll build 3D to the same standard: a fast interactive preview for editing, and a physically based final render, path-traced or hybrid ray-traced, that produces film-quality frames for export. Both run from one scene, material and lighting model, so what people see while they edit is what they export.
Scenes are authored by people and by AI agents, so render cost, failure modes and APIs matter as much as image quality. This is a foundational role: you'll make the core architectural decisions and help build the team around them.
What you'll do
Define the architecture for photoreal 3D: how ray tracing, rasterization and denoising divide the work, and how that maps onto Metal, Vulkan, Direct3D and WebGPU.
Build light transport: global illumination, reflections and refraction, soft shadows from area lights, and volumetrics such as haze, fog and light shafts.
Build a physically based model for materials, lights and cameras: energy-conserving materials (metal, glass, clearcoat, sheen, translucency), lights in real-world units, and a camera with exposure, depth of field and motion blur.
Own image quality: sampling, antialiasing, accumulation, denoising and firefly suppression, with frames that stay stable and deterministic across a video export.
Scale scenes to production complexity with acceleration structures, instancing, culling and memory management, for millions of triangles and tens of thousands of objects.
Integrate 3D into Tesseract's video, motion graphics and compositing pipeline, including ACES color management and render passes such as depth, normals, motion vectors and light groups.
Make render cost predictable and rendering robust: performance budgets, profiling, and headless batch rendering on local and cloud GPUs.
Design 3D APIs that work for people and AI agents alike: a clear scene representation, actionable validation errors, fast previews and render cost known before the render.
Work with engine, product and AI teams, and help hire and grow the 3D rendering team.
What makes you a great fit
Deep experience building physically based renderers in production: film or offline renderers, path tracers, or game engines with ray-traced or hybrid lighting.
Strong command of light transport: the rendering equation, Monte Carlo integration, importance sampling, material models and denoising.
Hands-on GPU ray tracing: building and traversing acceleration structures (BVHs), hardware ray-tracing APIs such as Metal ray tracing, Vulkan ray tracing or DXR, and compute-based fallbacks.
A solid understanding of modern rasterization pipelines, and of how hybrid renderers combine rasterization with ray tracing.
Hands-on experience with Metal, Vulkan, Direct3D or WebGPU, including compute shaders, GPU profiling and GPU debugging.
Proficiency in Rust or C++, with strong reasoning about memory, concurrency and performance.
Strong foundations in the mathematics of graphics: linear algebra, geometry, probability and sampling.
An eye for realism: you can look at a frame, say why it doesn't read as real, and fix the cause.
Experience owning complex technical projects and making architectural decisions in ambiguous problem spaces.
Even better if…
You've worked on the internals of a production renderer or engine such as Cycles, Arnold, RenderMan, V-Ray, Karma, Unreal Engine (Lumen or its path tracer) or Unity HDRP.
You've built or integrated ML denoisers, or worked on neural rendering.
You've worked with color management (ACES, OpenColorIO), HDR output or film-look pipelines.
You've built on cross-platform graphics abstractions such as wgpu, including extending them where they lack features such as ray tracing.
You've optimized rendering for Apple silicon or mobile GPUs.
You have experience with Rust, video compositing, or integrating 2D and 3D rendering in creative tools.
Benefits:
Comprehensive medical, dental, and vision plans
401K with employer match
Commuter Benefits
Catered lunch multiple days per week
Dinner stipend every night if you're working late and want a bite!
Grubhub subscription
Health & Wellness Perks
Multiple team offsites per year with team events every month
Generous PTO policy
Captions provides equal employment opportunities to all employees and applicants for employment and prohibits discrimination and harassment of any type without regard to race, color, religion, age, sex, national origin, disability status, genetics, protected veteran status, sexual orientation, gender identity or expression, or any other characteristic protected by federal, state or local laws.
Please note benefits apply to full time employees only.
Source: Mirage on Ashby · View original posting (opens in new tab)
Pay in context
This role's base floor ($175,000) is above 47% of the 963 Software Engineering roles in New York listed on this site; 28 others list the same floor. Their median floor is $175,000; the middle half runs from $145,000 to $200,000.
Only jobs on this site count, and each one publishes a base salary of $100,000 or more, so this compares six-figure jobs with each other, not with the whole market. Computed Nov 6, 2026.
This listingSoftware Engineer, Photoreal 3D$175K to $300K
Research Engineer, Generative Video$175K to $300K
Software Engineer, Agents$175K to $300K
Software Engineer, Backend$175K to $300K
Software Engineer, Web Product$175K to $275K
Software Engineer, iOS$175K to $275K
Software Engineer, AI Developer Platform$175K to $300K
Chart as a table
| Role | Published base |
|---|---|
| Software Engineer, Photoreal 3D (this listing) | $175K - $300K |
| Research Engineer, Generative Video | $175K - $300K |
| Software Engineer, Agents | $175K - $300K |
| Software Engineer, Backend | $175K - $300K |
| Software Engineer, Web Product | $175K - $275K |
| Software Engineer, iOS | $175K - $275K |
| Software Engineer, AI Developer Platform | $175K - $300K |
Observed changes
- Began meeting the published-salary criteria
- First observed on the employer's board
- Observed since
- Employer-stated posting date
- 2026-11-02
Where this pay comes from
Location as the employer wrote it: Union Square, New York City
USD 175,000 – 300,000 · 1 YEAR · Salary
- Method
- Structured pay field published by the employer
- Checked
- Rule set
- us-base-v2
The employer's job board publishes this pay as a dedicated data field. We read the field directly; no interpretation was needed.
What we verified
- The pay figures come from the employer's own listing, quoted exactly above.
- The pay is an annual base salary in US dollars with a minimum of at least $100,000.
- The role was publicly listed on the employer's job board when last checked.
We do not verify what the employer will actually offer, whether the employer is still recruiting for the role, or anything beyond what the employer published. Full methodology.
