Research Scientist Intern: Low-Power 3D Vision

Meta

Redmond, Burlingame (WA, CA)

Presencial

USD 60 000 - 80 000

Tempo integral

Há 6 dias
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Currículo e carta de apresentação personalizados, prontos a enviar.

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Resumo da oferta

Meta Reality Labs is seeking a Research Scientist Intern to tackle low-power real-time reconstruction of scene geometry for AR/VR. You will define approaches for depth estimation under glasses power budgets and evaluate lightweight representations that support passthrough, occlusions, and background scenes.

The role involves owning an open problem from method selection to evaluation, with opportunities for publication where the work merits it, and collaboration with the XR Graphics team.

Qualificações

  • Must be pursuing PhD or equivalent degree in CV/ML/graphics/robotics
  • Experience designing and running quantitative experiments and communicating results
  • Experience with on-device inference: quantization, pruning, distillation, or deployment to mobile targets
  • Experience with multi-sensor fusion across heterogeneous sensors (RGB, IR, ToF) including calibration
  • Familiarity with AR/VR passthrough, reprojection, occlusion rendering or SLAM

Responsabilidades

  • Own an open problem in depth estimation for low-power AR/VR systems
  • Design and run quantitative experiments and build a evaluation framework
  • Present results and contribute to publications where appropriate
  • Collaborate with XR Graphics and Reality Labs teams to define approach and share findings

Formação académica

PhD in computer vision, machine learning, computer graphics, robotics, or related field

Ferramentas

Profiling tools
Unix environment
C++

Descrição da oferta de emprego

Meta Reality Labs is seeking a Research Scientist Intern to tackle low-power real-time reconstruction of scene geometry for AR/VR. You will define approaches for depth estimation under glasses power budgets and evaluate lightweight representations that support passthrough, occlusions, and background scenes.

The role involves owning an open problem from method selection to evaluation, with opportunities for publication where the work merits it, and collaboration with the XR Graphics team.

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