CANONICAL LABS · LOOKALIKE FINDER

Dan Zeng

Research Scientist · Meta · Greater Seattle Area (US)

Dan Zeng

Research Scientist · Meta · Greater Seattle Area (US)

Career arc

Dan Zeng is a Research Scientist at Meta Reality Labs, focusing on parametric face modeling and 3D reconstruction. Previously, he was a PhD candidate at Washington University in St. Louis, where his research integrated geometry processing, topology, and computer graphics, with applications in biomedical and plant imaging.

Defining traits

Deep geometry processing foundations evolved into parametric modeling of human faces — from abstract topology and 3D reconstruction theory to applied face modeling in AR/VR at Meta Reality LabsSeamless research continuity from PhD to industry — doctoral work in geometry processing and 3D reconstruction directly feeds Meta research scientist role, with internship bridging the transitionApplies core geometry processing techniques across radically different domains — from biomedical and plant phenotyping during PhD to human face modeling in consumer AR/VRTopology as a distinctive technical dimension — rare explicit focus on topological methods within computer graphics and 3D reconstruction workSingle-institution academic trajectory — both undergraduate and PhD at Washington University in St. Louis, suggesting deep roots and focused developmentMeta Reality Labs focus — works specifically on AR/VR computer graphics challenges rather than broader Meta product areas

People with similar career DNA

Hossein Daraei

Staff Research Engineer · Magic Leap

Specializes in neural 3D reconstruction, physically-based simulation, and spatial AI for AR/XR applications. Previously worked at Meta Reality Labs (MRL) before moving to Magic Leap, building systems for both research and deployment in smart glasses and XR.

Why: Nearly perfect match: worked at Meta Reality Labs on 3D reconstruction for AR/XR, then moved to Magic Leap continuing similar work. Strong geometry processing foundation applied to spatial computing. Main difference: moved away from Meta rather than staying, and less emphasis on topology specifically.

Federica Bogo

Scientist · Meta Reality Labs Research

Computer vision and graphics researcher specializing in human body modeling and tracking. Spent six years at Microsoft working on real-time hand tracking for HoloLens 2 before joining Meta Reality Labs Research in 2022, where she continues work in CV, graphics, and ML.

Why: Strong parallel: PhD to industry research trajectory focused on human body/hand modeling at Meta Reality Labs. Applied geometry processing to human form in AR/VR context. Difference: came via Microsoft rather than direct academic-to-Meta path, and less explicit topology focus.

Takaaki Shiratori

Research Scientist · Meta Reality Labs Research

Research scientist specializing in CV and CG with focus on digital human synthesis. Previously at Microsoft Research Asia before joining Meta Reality Labs Research, where he works on expressive whole-body 3D avatars using Gaussian splatting for body and clothing dynamics.

Why: Very similar: Meta Reality Labs researcher working on 3D human body modeling with advanced geometry techniques (Gaussian splatting). Strong continuity from research to industry application. Difference: came through Microsoft Research rather than direct PhD-to-Meta path.

Nikolaos Sarafianos

Staff Research Scientist · Meta Reality Labs

Staff Research Scientist at Meta Reality Labs specializing in 3D Generative AI, 3D Vision, Neural Rendering, and Graphics Systems. Track record of shipping research into production at Meta, leading cross-functional execution and mentoring technical talent.

Why: Strong match: Meta Reality Labs researcher with 3D vision and neural rendering focus, shipping research to production. Similar research-to-product trajectory. Difference: more emphasis on generative AI and production systems, less explicit topology work.

Abhimitra Meka

Research Scientist · Google AR Perception

Research Scientist in Google's Augmented Reality Perception group working at the intersection of computer graphics, computer vision, and machine learning. Focuses on acquiring, understanding, and modifying visual data for AR applications, working with Thabo Beeler and Christoph Rhemann.

Why: Similar trajectory: academic research to AR/XR industry role with focus on perception and graphics. Works on similar technical problems but at Google rather than Meta. Difference: Google AR rather than Meta Reality Labs, slightly broader scope beyond human-specific modeling.

Prashant Domadiya

Researcher · ApparelGenius

PhD researcher specializing in 3D Computer Vision, Geometry Processing, and Deep Learning. Led the "3D Digital Human Twin" project at ApparelGenius from research inception to deployment preparation, focusing on multi-view 3D reconstruction of human bodies.

Why: Strong technical overlap: PhD in geometry processing applied to 3D digital human reconstruction. Similar academic-to-industry path focusing on human form modeling. Difference: works in apparel/fashion tech rather than AR/VR, smaller company rather than Meta Reality Labs.

Nicholas Sharp

Senior Research Scientist · NVIDIA

Senior Research Scientist at NVIDIA specializing in geometry processing, computer graphics/vision, and 3D machine learning. Received PhD in Computer Science and develops new algorithms and representations for computing with geometric data, seeking to make it easy, efficient, and reliable.

Why: Similar foundation: PhD in geometry processing to senior industry research role with strong technical continuity. Cross-domain geometry applications and likely topology work. Difference: at NVIDIA rather than Meta, broader geometry focus rather than human-specific, not AR/VR specialized.

Hao Li

Professor · MBZUAI

Professor focusing on deep learning and data-driven techniques for data capture and synthesis, advanced geometry processing, and multi-modal algorithms. Particularly interested in human digitization (faces, hair, bodies, clothing) and developing complex end-to-end systems for AR/VR applications and visual effects.

Why: Strong technical alignment: geometry processing applied to comprehensive human digitization for AR/VR. Cross-domain applications and advanced geometry methods. Difference: remained in academia rather than transitioning to industry research role, though works on AR/VR applications.

Zhuo Su

Tech Lead and Researcher · ByteDance

Tech Lead and Researcher at ByteDance specializing in CV and human-centric AI, previously Senior Researcher at Tencent. Focuses on bridging physical and virtual environments through motion capture and rendering high-fidelity human performances using compact Gaussian splatting representation.

Why: Similar focus: human-centric 3D reconstruction and rendering using advanced geometry techniques (Gaussian splatting). Research-to-industry trajectory in tech companies. Difference: ByteDance/Tencent rather than Meta, less explicit AR/VR focus, more on general human performance capture.

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