Zili Meng (孟子立)

Zili Meng's Portrait

Assistant Professor
Department of Electronic and Computer Engineering
Department of Computer Science and Engineering (by courtesy)
Hong Kong University of Science and Technology
Room 2441, Academic Building, HKUST.
Clear Water Bay, Hong Kong, China.
Email: email

[Curriculum Vitae] [Research Statement] [Teaching Statement]
Also find me at:

linkedin google scholar dblp orcid researchgate github acm

For prospective students, read this.

Recent News
  • [10/2023] (Service) I'll serve on the PC for EuroSys’24 and CoNEXT’24. Please consider to submit!

  • [09/2023] (Award) Honored with ACM SIGCOMM China Dissertation Award.

  • [07/2023] (Paper) Hairpin accepted to NSDI’24.

  • [06/2023] (Service) I'll serve as the PC for SIGCOMM Posters and emerging multimedia system workshop in 2023. Please consider to submit!

  • [05/2023] (Career) I will join HKUST as an assistant professor in Fall 2023!

  • [04/2023] (Paper) Floo accepted to ATC’23.


Zili is currently an Assistant Professor in HKUST ECE and HKUST CSE (by courtesy). He is leading the Streaming Platform and Real-time networK (SPARK) Lab. He is also affiliated in the Information Hub at HKUST (Guangzhou).

He received his Ph.D. (Hons) in Institute for Network Sciences and Cyberspace, Tsinghua University, advised by Prof. Mingwei Xu, and his B.Eng. (Hons) in electronic engineering from Tsinghua University, advised by Prof. Jun Bi (late). His research received Gold Medal of SIGCOMM 2018 SRC and Best Paper Awards from IWQoS 2021 and ICC 2020. He is also the recipient of Microsoft Research PhD Fellowship (Asia), ByteDance Scholar, and Tsinghua Top Grade Scholarship. Besides, he is also fortunate to be advised or mentored by Prof. Hongxin Hu (University at Buffalo), Prof. Mohammad Alizadeh (MIT), Dr. Chen Sun (Alibaba), and Prof. Justine Sherry (CMU).

He loves honest feedback. Please tell him something anonymously. (inspired by Stewart Grant).

Recent Publication Highlights

Research Interests

My main research interest lies in the computer network and systems, with intersection over multimedia, human-computer interaction, and machine learning.

Now we are closer to next-generation real-time interactive multimedia streaming systems (e.g., metaverse, cloud gaming, virtual reality, or videoconferencing) than anytime in the history. However, the underlying network is still not enough to provide a consistent low latency and support a satisfactory experience for users. I proposed several networked systems to provide consistent low latency for real-time interactive multimedia streaming systems, across all network stacks to reduce end-to-end latency fluctuations. Going forward, my plan is to enable real-time interactive multimedia streaming systems to be a part of real life with more consistent low latency.