Related papers: Efficient 6D Vlasov simulation using the dynamical…
The simulation of problems in kinetic plasma physics are often challenging due to strongly coupled phenomena across multiple scales. In this work, we propose a wavelet-based coarse-grained numerical scheme, based on the framework of…
Low Power Design has become a significant requirement when the CMOS technology entered the nanometer era. Multiple-Supply Voltage (MSV) is a popular and effective method for both dynamic and static power reduction while maintaining…
Pseudospectral analysis is fundamental for quantifying the sensitivity and transient behavior of nonnormal matrices, yet its computational cost scales cubically with dimension, rendering it prohibitive for large-scale systems. While…
Kinetic simulations of collisionless (or weakly collisional) plasmas using the Vlasov equation are often infeasible due to high resolution requirements and the exponential scaling of computational cost with respect to dimension. Recently,…
Implicit Neural Representation (INR) has demonstrated remarkable advances in the field of image representation but demands substantial GPU resources. GaussianImage recently pioneered the use of Gaussian Splatting to mitigate this cost,…
We propose an algorithm to uncover the intrinsic low-rank component of a high-dimensional, graph-smooth and grossly-corrupted dataset, under the situations that the underlying graph is unknown. Based on a model with a low-rank component…
High-throughput imaging workflows, such as Parallel Rapid Imaging with Spectroscopic Mapping (PRISM), generate data at rates that exceed conventional real-time processing capabilities. We present a scalable FPGA-based preprocessing pipeline…
This paper investigates the energy fluxes for the 6D kinetic Vlasov system. We introduce a novel method for calculating particle and energy flows within this framework which allows for the determination of energy and particle fluxes, as…
3D Gaussian Splatting (3DGS) has demonstrated breakthrough performance in novel view synthesis and real-time rendering. Nevertheless, its practicality is constrained by the high memory cost due to a huge number of Gaussian points. Many…
In this paper, we introduce \textbf{GS-SLAM} that first utilizes 3D Gaussian representation in the Simultaneous Localization and Mapping (SLAM) system. It facilitates a better balance between efficiency and accuracy. Compared to recent SLAM…
We develop a highly optimized code for simulating the Edwards-Anderson Heisenberg model on graphics processing units (GPUs). Using a number of computational tricks such as tiling, data compression and appropriate memory layouts, the…
The numerical solution of high dimensional Vlasov equation is usually performed by particle-in-cell (PIC) methods. However, due to the well-known numerical noise, it is challenging to use PIC methods to get a precise description of the…
In this paper, a new progressive mesh algorithm is introduced in order to perform fast physical simulations by the use of a lattice Boltzmann method (LBM) on a single-node multi-GPU architecture. This algorithm is able to mesh automatically…
Recent works demonstrate the advantages of hardware rasterization for 3D Gaussian Splatting (3DGS) in forward-pass rendering through fast GPU-optimized graphics and fixed memory footprint. However, extending these benefits to backward-pass…
The efficient numerical solution of many kinetic models in plasma physics is impeded by the stiffness of these systems. Exponential integrators are attractive in this context as they remove the CFL condition induced by the linear part of…
We propose an active learning method for discovering low-dimensional structure in high-dimensional Gaussian process (GP) tasks. Such problems are increasingly frequent and important, but have hitherto presented severe practical…
We develop an algorithm to solve tridiagonal systems of linear equations, which appear in implicit finite-difference schemes of partial differential equations (PDEs), being the time-dependent Schr\"{o}dinger equation (TDSE) an ideal…
Monte Carlo Localization is a widely used approach in the field of mobile robotics. While this problem has been well studied in the 2D case, global localization in 3D maps with six degrees of freedom has so far been too computationally…
We introduce a particle-based simulation method for granular material in interactive frame rates. We divide the simulation into two decoupled steps. In the first step, a relatively small number of particles is accurately simulated with a…
3D Gaussian Splatting (3DGS) enables high-fidelity real-time rendering, a key requirement for immersive applications. However, the extension of 3DGS to dynamic scenes remains limitations on the substantial data volume of dense Gaussians and…