Additional Information
PRINCIPAL COMPUTER VISION & TRACKING ENGINEER
Catapult is building the future of sports performance technology, with a mission to Unleash the Potential of every athlete and team on earth. We don't just work in the sporting industry; we are actively changing it. Since 2006, our solutions have been leading the way in sports performance software, science, and data, in a world where 1% can literally mean the difference between winning and losing.
We work with over 5,000+ teams around the world, empowering coaches, managers and trainers in premier teams in the NFL, NBA, NHL, MLS, EPL, AFL, NRL, NCAA and more. We provide the information they need to optimize athletes' health, game-day readiness, and performance, as well as in-game tactics.
Catapult is a sports technology company that empowers professional teams to make data-driven decisions. We deliver health, performance, video, and AI insights from the locker room to competitive environments, ensuring every decision is an opportunity to gain an advantage, sharpen performance, and build lasting success.
WE WANT PEOPLE WHO ARE PASSIONATE ABOUT SOLVING HARD PROBLEMS
We are looking for a Principal Computer Vision & Tracking Engineer to own and drive the computer vision and real-time tracking systems at the heart of our camera-based products.
Based in Boston (hybrid), you will lead a small team building the perception stack that turns vision data into athlete performance insights - from neural network inference on edge AI accelerators, to 3D object tracking, to the data science that validates and extends what our system can measure. Today, that means tracking barbell-based weightlifting with sub-rep precision; tomorrow it means general human movement.
This is a role for someone who thrives on breadth. In any given week, you might be optimizing a model for edge inference, designing a new movement analysis algorithm, or analyzing data to produce athlete profiles. You'll report to a Senior Director of Engineering and player-coach a small pod of engineers while collaborating closely with our embedded platform and applications teams.
If you've built real-time perception systems that had to work reliably in the real world - on real hardware, with real constraints - this is your kind of problem.