Related papers: Towards Practical Meshlet Compression
Monolithic serving with chunked prefill improves GPU utilization by batching prefill and decode together, but suffers from fine-grained phase interference. Engine-level prefill-decode (PD) disaggregation avoids interference but incurs…
3D Gaussian Splatting is a recognized method for 3D scene representation, known for its high rendering quality and speed. However, its substantial data requirements present challenges for practical applications. In this paper, we introduce…
We propose an optimization approach for determining both hardware and software parameters for the efficient implementation of a (family of) applications called dense stencil computations on programmable GPGPUs. We first introduce a simple,…
Substantial Gaussian splatting format point clouds require effective compression. In this paper, we propose Voxel-GS, a simple yet highly effective framework that departs from the complex neural entropy models of prior work, instead…
Nowadays, real-time video communication over the internet through video conferencing applications has become an invaluable tool in everyone's professional and personal life. This trend underlines the need for video coding algorithms that…
Triangle meshes play a crucial role in 3D applications for efficient manipulation and rendering. While auto-regressive methods generate structured meshes by predicting discrete vertex tokens, they are often constrained by limited face…
Neural materials typically consist of a collection of neural features along with a decoder network. The main challenge in integrating such models in real-time rendering pipelines lies in the large size required to store their features in…
The Versatile Video Coding (VVC) standard significantly improves compression efficiency over its predecessor, HEVC, but at the cost of substantially higher computational complexity, particularly in intra-frame prediction. This stage employs…
3D representations of highly deformable 3D models, such as dynamic 3D meshes, have recently become very popular due to their wide applicability in various domains. This trend inevitably leads to a demand for storage and transmission of…
Geometry-based point cloud compression (G-PCC), an international standard designed by MPEG, provides a generic framework for compressing diverse types of point clouds while ensuring interoperability across applications and devices. However,…
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…
Process mapping asks to assign vertices of a task graph to processing elements of a supercomputer such that the computational workload is balanced while the communication cost is minimized. Motivated by the recent success of GPU-based graph…
This paper presents an approach to decomposing animated graphics into sprites, a set of basic elements or layers. Our approach builds on the optimization of sprite parameters to fit the raster video. For efficiency, we assume static…
In this work we propose a method for optimizing the lossy compression for a network of diverse reconstruction systems. We focus on adapting a standard image compression method to a set of candidate displays, presenting the decompressed…
Given a 3D mesh with a UV parameterization, we introduce a novel approach to generating textures from text prompts. While prior work uses optimization from Text-to-Image Diffusion models to generate textures and geometry, this is slow and…
Large neural networks achieve state-of-the-art performance on many tasks, yet their sheer size hinders deployment on resource-constrained devices. Among existing compression approaches, cross-layer parameter sharing remains relatively…
Traditional image and video compression algorithms rely on hand-crafted encoder/decoder pairs (codecs) that lack adaptability and are agnostic to the data being compressed. Here we describe the concept of generative compression, the…
Recent advances in deep generative modeling have enabled efficient modeling of high dimensional data distributions and opened up a new horizon for solving data compression problems. Specifically, autoencoder based learned image or video…
We have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper,…
Triangle counting is a building block for a wide range of graph applications. Traditional wisdom suggests that i) hashing is not suitable for triangle counting, ii) edge-centric triangle counting beats vertex-centric design, and iii)…