Ubisoft
[Internship] - R&D Developer Assistant - Neural Rendering for Real-Time Graphics (F/M/NB)
Skills
3 months ago
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Important information
Contract type:
Internship
Location:
Bordeaux, France
Work mode:
Onsite
Published on:
7 August 2026
What they need
Ubisoft is a global leader in gaming with teams across the world creating original and memorable gaming experiences, from Assassin’s Creed, RainbowSix to Just Dance and more. We believe diverse perspectives help both players and teams thrive. If you’re passionate about innovation and pushing entertainment boundaries, join our journey and help us create the unknown!
Ubisoft Bordeaux
Founded in 2017 by a handful of Ubisoft experts, our studio now counts over 400 talents from 20 different nationalities. Our teams contribute to some of Ubisoft’s biggest franchises: leading the production of Assassin’s Creed Mirage in 2023, working on Assassin’s Creed Shadows and the Claws of Awaji expansion, as well as on Beyond Good & Evil 2.
Beyond our AAA productions, we also drive technological innovation within the group through our expertise in the Anvil game engine and Ubisoft’s Online Services. We have also established a dedicated R&D division, La Forge, which brings together Ubisoft engineers and academic researchers to collaborate on prototypes that support game development, particularly in the field of AI.
In 2024, we inaugurated our new offices in the Bastide-Niel eco-district, designed to foster the development of Ubisoft’s best gaming experiences and technologies in an exceptional, accessible, and central environment.
Neural rendering is an emerging field at the intersection of computer graphics and machine learning. It explores how neural networks can be used to represent, compress, and reproduce complex visual phenomena that are difficult to capture with traditional techniques. Applications range from material appearance and lighting to geometry, animation, and volumetric effects.
While neural methods have demonstrated impressive quality in offline rendering and research prototypes, their integration into real-time systems remains challenging. Open questions include performance optimization on modern GPUs, balancing neural representations with analytic models, and ensuring controllability for artists and technical directors.
The goal of this internship is to investigate neural rendering techniques in the context of real-time graphics (neural materials, compression, lighting, etc …). During the internship, the student will survey recent advances in the field, identify key limitations in existing methods, and implement experimental prototypes. The work is exploratory in nature, with emphasis on deriving insights that can inform future research and integration into real-time rendering systems
References
[1] T. Zeltner et al., “Real-Time Neural Appearance Models”. ACM SIGGRAPH (2024).
[2] A. Kuznetsov et al., “Rendering Neural Materials on Curved Surfaces”. ACM SIGGRAPH (2022).
[3] K. Vaidyanathan, et al., “Random-Access Neural Compression of Material Textures”, ACM SIGGRAPH (2023).
[4] C. Weinreich, et al., “Real-Time Neural Materials using Block-Compressed Features”. Eurographics (2024).
[5] A. Weidlish. “Bridging the Gap Between Offline and Real Time with Neural Materials”. Siggraph Courses (2025)
[6] Neural Shading (siggraph cours 2025) https://github.com/shader-slang/neural-shading-s25
Currently a second-year master’s student or final-year engineering student.
Solid foundation in machine learning, linear algebra, and optimization.
Knowledge of computer graphics fundamentals (e.g., rendering pipelines, shading, or texture mapping).
Good communication skills in English, written and spoken.
Contract : 6 months Internship
Start Date - July or September 2026
Location : role based in Bordeaux – France
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