Software Engineer III Location: Remote Duration: 5 months Description: Game content dataset. The goal of the project is to create dense datasets of frames from 3d scenes. The datasets should be representative of various popular game types: Strategic/Moba (top-down, eg: LeagueOfLegends), racing (third-person, eg: rocketLeague), first-person (eg: Counterstrike2), and cinematic (eg: Cyberpunk2077). Datasets could be captured either in-game via the game engine or out-of-game with assets or similar assets in Blender or similar. Temporal accuracy of animations and timestamps on frames are critical. Frames should be captured at 1k/2k/4k/8k with a 5us step size, stored with near-lossless compression, precisely timestamped, and contain approximately 30s of visually interesting gameplay/content. Desirable but not strictly required on all datasets is additional frame data such as depth map, velocity map, and stereoscopic capture. Frames will be post-processed with various algorithms, down-selected, and then displayed via the "playback" project. Image playback system. Dataset playback application. The goal of the project is to display frames/2Dimages from a dataset of frames, as defined in the "content" project. This application should be a full-screen 3d application utilizing the Client Metal API. The playback should behave as a traditional 'game' as a full-screen 3d application and draw the selected frames from the dataset on a visible rectangle. The frames should be displayed precisely according to a predetermined sequence and timing. Camera position may be fixed in front of this rectangle or free to slightly move around/reproject/warp. Frame throughput and precision of display time is critical in this project. A small QR code or magic pixel values in the corner should identify the current presentation timestamp from the application for verification purposes. Skills: Skilled with experience in game engine type work. Experience with at least one modern high-performance game engine (eg: Unity, Unreal, or other). Understanding of lower-level aspects of the graphics/rendering subsystem: buffer swap, present, frame setup, etc, in at least one low-level API such as directX, Vulcan, or Metal (preference to Metal). General software development skills. As an equal opportunity employer, ICONMA pride itself on creating an employment environment that supports and encourages the abilities of all persons regardless of race, colour, gender, age, Sexual orientation, citizenship, or disability.