arXiv Computer Vision

Memory-efficient GPU pipelines for real-time non-line-of-sight reconstruction

The paper presents memory‑efficient GPU pipelines that accelerate real‑time non‑line‑of‑sight (NLOS) reconstruction. By redesigning two wave‑based algorithms—f‑k migration and phasor‑fields—with fused kernels, warp‑level photon binning, batched transforms, CUDA graph replay, and selective FP16 storage, the authors achieve up to 42× speed‑ups over a reference streaming pipeline and 14× over the fastest published GPU baseline while reducing memory usage to as little as 2.5%. The work also includes an ablation study of implementation choices and introduces three denoising strategies that leverage the increased frame budget for future NLOS video processing.

arXiv Machine Learning
Jun 30

Efficient 3D Gaussian Splatting with Axis-Shared Rasterization and Order-independent Transmittance

arXiv:2506. 07069v2 Announce Type: replace-cross Abstract: 3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, combining high-quality reconstruction with efficient rendering.

By Zhican Wang, Guanghui He, Lingjun Gao, Dantong Liu, Shell Xu Hu, Chen Zhang, Zhuoran Song, Nicholas Lane, Hongxiang Fan
arXiv Computer Vision
Sep 22

SparkDiffusion: Mitigating the High-Sparsity Trap --- A Unified Framework for up to $265\times$ Single-GPU Acceleration of Visual Generation

arXiv:2609.23153v1 Announce Type: new Abstract: Video diffusion transformers are expensive because attention dominates long spatiotemporal token sequences. We identify the \emph{high-sparsity trap}:...

By Yuxi Liu, Haoyu Li, Zekun Zhang, Tengxu Sun, Yixiang Cai, Jiayong Li, Yifei Xia, Tianle Liu, Baole Ai, Ang Wang, Jiamang Wang, Lin Qu, Kai Zhang, Kun Yuan, Bin Cui
arXiv Computer Vision
Sep 22

RegVGGT: Sustainable Visual Geometry Grounding for Streaming via Regulated Memory

arXiv:2609.23286v1 Announce Type: new Abstract: 3D reconstruction from a lengthy video stream input poses a dilemma for feed-forward reconstruction models (FFRMs), that a whole-stream inference conte...

By Hongbo Mao (Harbin Institute of Technology), Junjun Jiang (Harbin Institute of Technology), Youyu Chen (Harbin Institute of Technology), Jiaxin Zhang (Harbin Institute of Technology), Zhemeng Dong (Harbin Institute of Technology), Xianming Liu (Harbin Institute of Technology)
arXiv AI
Oct 9

The Operator Mismatch Problem: Deploying BEV Perception with Portable GPU Compute

The paper introduces BEVPIPE, a framework that enables deployment of bird's-eye-view (BEV) perception models—used in autonomous driving to fuse camera and LiDAR data—on portable GPU compute APIs. By partitioning the model into dense subgraphs managed by standard inference runtimes and handling sparse 3D convolutions and geometric scatter operations through external extensions, BEVPIPE achieves a 19.5× speedup while preserving 98.5% of the reference mean average precision. The approach also demonstrates portability across different GPU backends, breaking the current reliance on CUDA-only, PyTorch‑coupled sparse convolution libraries.

By Rohit Verma, Anand V Bodas
arXiv AI
Oct 1

In-Flight KV Cache with Clean Anchors for Faster Autoregressive Video Diffusion

arXiv:2609.32540v2 Announce Type: replace-cross Abstract: Few-step autoregressive video diffusion generates a long video by splitting the video into temporal chunks and generating chunk-by-chunk, eac...

By Yikai Wang, Xiao Han, Mengmeng Xu, Juan Camilo Perez, Yiannis Douratsos, Sen He, Zijian Zhou, Fei Zhang, Zhaochong An, Juan-Manuel Perez-Rua, Chen Change Loy, Tao Xiang
arXiv Computer Vision
Sep 4

ReCoSplat: Online Feed-Forward Gaussian Splatting via Render-and-Compare

ReCoSplat is an online feed‑forward Gaussian splatting model that can synthesize novel views from a stream of observations, handling both posed and unposed inputs and optionally using camera intrinsics. It introduces a Render‑and‑Compare module that renders the current scene from the viewpoint of the incoming observation and compares it to the observation, providing a stable conditioning signal to mitigate the mismatch caused by predicted camera poses. A hybrid KV‑cache compression strategy further reduces memory usage, enabling the model to process long sequences efficiently while achieving state‑of‑the‑art performance on online view synthesis tasks.

By Freeman Cheng, Botao Ye, Xueting Li, Junqi You, Fangneng Zhan, Ming-Hsuan Yang
arXiv Computer Vision
Aug 31

ABCD: Alpha-Composited Block Coordinate Descent: Constant-VRAM Training for Large Radiance Fields

ABCD (Alpha‑Composited Block Coordinate Descent) is an out‑of‑core training framework for alpha‑composited radiance fields, demonstrated on 3D Gaussian Splatting. It reformulates training as block coordinate descent over spatial partitions, keeping only one block of parameters active while pre‑rendering and collapsing inactive regions into foreground and background RGBA images. This approach reduces peak VRAM usage to a constant with respect to scene size, enabling training on GPUs with limited memory while maintaining reconstruction quality within 5% PSNR of 3DGS.

By Ka Heng Shiu, Kartic Subr