Electronic Arts · Stockholm
Contract: 6-month internship
Start Date: Late January 2027
Work Model: Hybrid (3 days minimum onsite)
The Challenge Ahead
Frostbite is EA’s proprietary game engine, powering many of our leading titles across EA SPORTS, Battlefield, and more. We develop shared tools and technologies that connect and empower creators throughout EA. On Frostbite, you’ll collaborate with accomplished teams and contribute to the foundation that enables the creation of immersive, high-quality games for players worldwide.
As a Master's Thesis Intern, you will develop a project around real-time rendering in the context of videogames. You will also gain an understanding of what it's like to work at EA. An open application means that you can provide ideas for what you want to work on, but we can also explore this together, based on your experiences and interests
Tentative Topic Suggestions:
Tiny neural nets for rendering heuristics
Specular occlusion, TAA history update or rejection, micro shadowing. We have many smaller heuristics that are hand crafted or that are using some approximations to get a decent result. Can tiny neural nets be a way to further enhance them and can the NNs be made fast and small enough?
Cloth BSDF from first principles
Simulate behaviour of single cloth fiber, accumulate to strand, accumulate to cloth patch?
Scattering within the cloth?
Updating acceleration structures in dynamic scenes
Crowd ray tracing: number of instances, updating vertex positions etc challenging for 2-level raytracing hierarchies. Investigate alternative strategies for tracing rays against crowds
Ocean rendering
Have good motion vectors with ocean’s mesh - investigate how to represent movement of the waves to feed blur / up samplers. The challenge resides in the proximity to camera but also the decimation of the mesh that may cause a noisy interpretation of the ocean’s movement.
Foam BRDF - only a few papers about this and the challenge in real-time resides currently in low lighting situations where our current foam solution gets beige when sun is low when in real life foam/whitecaps remain white. Foam is considered as a porous heterogeneous material.
Responsibilities:
Research area around the chosen topic, to understand the current state of the art.
Develop new rendering ideas and write prototypes to test them.
You will report to an engineering manager, attend meetings, present progress information and write a final report.
Eligibility:
You are pursuing a MsC. in Computer Science (or a related field).
You are associated with a university education or any other type of education in Sweden that has an internship period planned into the education plan.
Skills:
You have experience with C++ and GLSL or HLSL.
You understand software development processes.
You have an interest in real-time rendering.
You have knowledge of rendering concepts like shader programming, lighting, shadows, materials
Help us make play happen. Apply now with an up-to-date CV and Cover Letter in English, explaining what project you would like to work on and explain your pick based on your interests and skills.