Summary
Zone 5 Technologies is redefining what's possible in unmanned aircraft systems, developing cutting-edge autonomous solutions. They are seeking a Perception Simulation Engineer to build the sensor-simulation and synthetic-data backbone of their Unreal Engine simulation environment, focusing on high-fidelity simulation for perception and target-tracking software.
Responsibilities
- Build high-fidelity RGB and long-wave IR (thermal) camera models in Unreal Engine, and render both views from platform-mounted cameras
- Tune simulated camera output to match (or closely approximate) real-world camera performance — FOV, resolution, framerate, thermal response — driven by the specs of the sensors we actually fly (e.g. FLIR Boson / Boson+ LWIR)
- Implement realistic sensor noise, artifacts, motion blur, and failure modes so perception software is tested against hard cases, not clean renders
- Support camera articulation independent of vehicle orientation (gimbal/boresight), so control-envelope requirements can be derived directly from camera specs
- Publish simulated camera imagery and sensor data onto ROS 2 topics using the shared strive_msgs / strive_interfaces contracts, so the same interface serves sim and hardware
- Implement and test developer contracts and fulfill deterministic simulation requirements
- Feed the perception pipeline and downstream Target State Estimation (TSE) with simulated sensor streams and ground-truth labels for evaluation
- Build synthetic-data generation and export pipelines (imagery + bounding boxes / segmentation / range + pose ground truth) suitable for training and evaluating detection, tracking, and TSE models
- Implement target injection: spawn and drive targets (vehicles, people, infrastructure) with configurable motion, including dynamic add/remove during a running mission to simulate delayed deployments and dynamic scenarios
- Support target-hint / track integration based on ground based sensor tracking and ground-truth generation for scoring TSE accuracy (position/velocity/acceleration error)
- Own the process to import external target CAD (e.g. TurboSquid) and Zone 5 platform CAD into the sim as usable, correctly-scaled models
- Manage the 3D asset pipeline (models, materials, thermal material properties for the IR view)
- Enforce scenario-driven rules that need perception ground truth — e.g. inter-platform/target proximity and fratricide detection (position of each entity per timestep, squared-distance comparison against a scenario parameter for performance)
- Optimize rendering for real-time and accelerated modes; build headless simulation modes for large-scale parallel scenario execution
- Collaborate with the platform team to run perception sim in CI/CD for continuous evaluation of perception/TSE software
Skills
- Bachelor's in Computer Science, Computer Engineering, Robotics, Game Development, or related field — equivalent industry experience welcome
- 3–6+ years developing in Unreal Engine with C++, including custom plugins/modules
- Working knowledge of ROS 2 and integrating it with a simulation environment
- Solid grounding in 3D graphics, real-time rendering, and camera/sensor models — projection, FOV, framerate, noise, and how they affect a downstream vision algorithm
- Practical understanding of camera-based perception (detection/tracking) and what makes synthetic imagery useful (or useless) for developing it
- Comfortable with software architecture, design patterns, and collaborative version-control workflows
- Experience building sensor simulation for robotics/autonomous vehicles, especially thermal/IR or multi-modal (EO/IR/lidar/radar) sensing
- Familiarity with synthetic data generation for ML perception (labels, sim-to-real gap, domain randomization)
- Knowledge of state estimation / multi-target tracking (Kalman/EKF, track-to-track association) enough to build meaningful TSE test scenarios
- Experience with edge perception deployment (NVIDIA Jetson, TensorRT) and matching sim interfaces to on-target interfaces
- Familiarity with UAV flight dynamics (JSBSim/PX4 SITL), gimbal/boresight modeling, and camera-on-platform geometry
- GPU programming / compute shaders; procedural terrain or environment generation
- Python for tooling and data-pipeline automation; Blueprint for rapid prototyping
- 3D asset workflows (Blender/Maya) or photogrammetry; distributed/networked simulation
- CI/CD for game-engine projects; deterministic / real-time simulation experience
Qualifications
Must Haves
- Bachelor's in Computer Science, Computer Engineering, Robotics, Game Development, or related field — equivalent industry experience welcome
- 3–6+ years developing in Unreal Engine with C++, including custom plugins/modules
- Working knowledge of ROS 2 and integrating it with a simulation environment
- Solid grounding in 3D graphics, real-time rendering, and camera/sensor models — projection, FOV, framerate, noise, and how they affect a downstream vision algorithm
- Practical understanding of camera-based perception (detection/tracking) and what makes synthetic imagery useful (or useless) for developing it
- Comfortable with software architecture, design patterns, and collaborative version-control workflows
Nice to Haves
- Experience building sensor simulation for robotics/autonomous vehicles, especially thermal/IR or multi-modal (EO/IR/lidar/radar) sensing
- Familiarity with synthetic data generation for ML perception (labels, sim-to-real gap, domain randomization)
- Knowledge of state estimation / multi-target tracking (Kalman/EKF, track-to-track association) enough to build meaningful TSE test scenarios
- Experience with edge perception deployment (NVIDIA Jetson, TensorRT) and matching sim interfaces to on-target interfaces
- Familiarity with UAV flight dynamics (JSBSim/PX4 SITL), gimbal/boresight modeling, and camera-on-platform geometry
- GPU programming / compute shaders; procedural terrain or environment generation
- Python for tooling and data-pipeline automation; Blueprint for rapid prototyping
- 3D asset workflows (Blender/Maya) or photogrammetry; distributed/networked simulation
- CI/CD for game-engine projects; deterministic / real-time simulation experience
Benefits
- Comprehensive benefit package options include medical, dental, vision, life, and more.
- 401k with company-match
- 4 weeks of paid time off each year
- 12 annual company holidays