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Intel Corporation

Folsom, California - United States
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Graphics Architect

Description

If you are interested in learning, and putting into practice your existing knowledge about Graphics Architecture and Graphics APIs (DirectX, OpenGL, OpenGL-ES, OpenCL, Renderscript (and a few dozen other acronyms), there could be a place for you in Graphics Architecture Lab's Workload's Analysis team, part of the Graphics Architecture Lab)

GAL Lab responsible for power & performance analysis and tuning of various graphics cores. GAL Lab also works with key customers to provide support for power and performance queries for customer designs related to new and coming devices. 
GAL Lab is part of the Graphics Architecture Team of the Visual and Parallel Computer Group (VPG).

The Graphics Architecture Team of the Visual & Parallel Computing Group (VPG) is responsible for the architecture definition of graphics engines for various Intel product lines that spans from phones, tablets, laptops to desktops. Part of your responsibilities would involve working with reference software rasterizers, evolving and implementing methodologies for isolating key portions of graphics applications for further power and projection analysis, implementing creative solution for automating improving current process flow, understanding and analyzing a wide variety of Graphics and Compute APIs. You would also be working closely with a number of global teams spanning three continents on a regular basis. 

As part of the Workload's Analysis team:
You will need to be able to correlate, measure and project performance of whole benchmarks and consumer applications through analyzing a smaller subset of the applications 
Understand, implement, and improve the various methods for selecting application/trace subsets that yield the best projected results
Provide high-level frame analyses based on reference rasterizer data to guide trace selection for graphics architectural studies and choice of future workloads 
- Summarize the reference rasterizer results and providing traces that would stress targeted units in the graphics pipeline.

Minimum Qualifications: 
You should have a Bachelor's degree with 4+ years' experience or a Master's degree with 3+years' experience. Degree should be in Computer Science, Computer Engineering, or related field.  Experience should be in the following areas:
- Software development experience with working knowledge of scripting languages 
Good understanding of 3D and GPGPU rendering APIs 
Excellent communication skills
Demonstrable proficiency in computer architecture concepts such as pipelining, virtual memory and caches 
Familiarity with UNIX command-line tools 
Familiarity with GPGPU applications would be an added advantage 
Experience with Android devices would be a plus 

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