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Member of Technical Staff – Senior Engineer, VR Teleoperation (Headset and Graphics)

Walden Robotics · San Francisco, CA · On-site

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About Walden Robotics

At Walden Robotics, we envision a world where general-purpose robots dramatically improve the quality of life for all people—supporting us at home, at work, in factories, on farms, and beyond. Backed by E14 Fund.

About the role

You will build and own major pieces of the headset side of Walden's teleoperation system—the immersive OpenXR application through which remote operators see, hear, feel and control our humanoid robots in real deployments. This is a generalist VR engineering role with a focus on graphics: you'll move comfortably across the OpenXR stack, head and hand tracking, input and frame timing, and bring the graphics depth to be the go-to engineer for how pixels get to the display. Found on 1752vc Careers, the job board for startup and VC roles.

What they're looking for

  • Production Shipping Experience: Shipped real-time graphics or XR software in production, with working knowledge of compositors, timewarp and frame pacing (orthe ability to pick them up quickly)
  • 3D Math and Tracking: Deep, practical command of projective geometry, homographies, camera models, coordinate frames, SE(3) transforms, quaternions and pose tracking. You can derive a warp, not only call one
  • Real-Time and Mobile GPU Graphics: Strong Vulkan or OpenGL ES and shader experience, including profiling and optimizing rendering for mobile GPUs across bandwidth, overdraw and power
  • OpenXR and VR Fluency: Comfortable working across the OpenXR stack and VR application code: sessions, spaces, tracking, swapchains and composition layers
  • Fast, Solid C++: Strong modern C++ on the real-time path and Python for tooling, with a track record of turning fast prototypes into reliable software
  • Cross-Disciplinary Collaboration: Comfort landing features with robotics, controls and networking engineers that span the headset and the robot
More about this role

You will build and own major pieces of the headset side of Walden's teleoperation system—the immersive OpenXR application through which remote operators see, hear, feel and control our humanoid robots in real deployments. This is a generalist VR engineering role with a focus on graphics: you'll move comfortably across the OpenXR stack, head and hand tracking, input and frame timing, and bring the graphics depth to be the go-to engineer for how pixels get to the display. The robot's cameras are never where the operator's eyes are, and frames always arrive late; you'll hide that with prediction, reprojection and compositing that work with each headset's runtime. The work is driven by measurement: you'll shave latency, cut power consumption and raise framerate and resolution, with metrics to show each gain. You'll join a small, hands-on teleoperation team working to a shared architecture and latency budget, and thrive on quick iteration from idea to on-device prototype.

  • Application Core: Build, maintain and improve the core of the operator application beneath the UI—frame loop, streaming client, rendering and platform layer—and evolve its architecture as the product matures,...

Read the full posting on Walden Robotics's site ↗

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