English

SLTarch: Towards Scalable Point-Based Neural Rendering by Taming Workload Imbalance and Memory Irregularity

Hardware Architecture 2025-07-30 v1

Abstract

Rendering is critical in fields like 3D modeling, AR/VR, and autonomous driving, where high-quality, real-time output is essential. Point-based neural rendering (PBNR) offers a photorealistic and efficient alternative to conventional methods, yet it is still challenging to achieve real-time rendering on mobile platforms. We pinpoint two major bottlenecks in PBNR pipelines: LoD search and splatting. LoD search suffers from workload imbalance and irregular memory access, making it inefficient on off-the-shelf GPUs. Meanwhile, splatting introduces severe warp divergence across GPU threads due to its inherent sparsity. To tackle these challenges, we propose SLTarch, an algorithm-architecture co-designed framework. At its core, SLTarch introduces SLTree, a dedicated subtree-based data structure, and LTcore, a specialized hardware architecture tailored for efficient LoD search. Additionally, we co-design a divergence-free splatting algorithm with our simple yet principled hardware augmentation, SPcore, to existing PBNR accelerators. Compared to a mobile GPU, SLTarch achieves 3.9×\times speedup and 98\% energy savings with negligible architecture overhead. Compared to existing accelerator designs, SLTarch achieves 1.8×\times speedup with 54\% energy savings.

Keywords

Cite

@article{arxiv.2507.21499,
  title  = {SLTarch: Towards Scalable Point-Based Neural Rendering by Taming Workload Imbalance and Memory Irregularity},
  author = {Xingyang Li and Jie Jiang and Yu Feng and Yiming Gan and Jieru Zhao and Zihan Liu and Jingwen Leng and Minyi Guo},
  journal= {arXiv preprint arXiv:2507.21499},
  year   = {2025}
}
R2 v1 2026-07-01T04:23:26.593Z