Lune

HPCA2025顶会

Gaussian Blending Unit: An Edge GPU Plug-in for Real-Time Gaussian-Based Rendering in AR/VR

Zhifan Ye, Yonggan Fu, Jingqun Zhang, Leshu Li, Yongan Zhang, Sixu Li, Cheng Wan, Chenxi Wan, Chaojian Li, Sreemanth Prathipati, Yingyan Celine Lin

2025年份
18被引次数
8顶会引用

摘要

The rapidly advancing field of Augmented and Virtual Reality (AR/VR) demands real-time, photorealistic rendering on resource-constrained platforms. 3D Gaussian Splatting, delivering state-of-the-art (SOTA) performance in rendering efficiency and quality, has emerged as a promising solution across a broad spectrum of AR/VR applications. However, despite its effectiveness on high-end GPUs, it struggles on edge systems like the Jetson Orin NX Edge GPU, achieving only 7-17 FPS—well below the over 60 FPS standard required for truly immersive AR/VR experiences. Addressing this challenge, we perform a comprehensive analysis of Gaussian-based AR/VR applications and identify the Gaussian Blending Stage, which intensively calculates each Gaussian’s contribution at every pixel, as the primary bottleneck. In response, we propose a Gaussian Blending Unit (GBU), an edge GPU plug-in module for real-time rendering in AR/VR applications. Notably, our GBU can be seamlessly integrated into conventional edge GPUs and collaboratively supports a wide range of AR/VR applications. Specifically, GBU incorporates an intra-row sequential shading (IRSS) dataflow that shades each row of pixels sequentially from left to right, utilizing a two-step coordinate transformation. This transformation enables (1) the sharing of intermediate values between adjacent pixels, reducing pixel-wise computation costs by up to 5.5×5.5 \times, and (2) the early identification and skipping of Gaussians that minimally contribute to the pixels, reducing per-pixel computation by up to 93%\mathbf{9 3 \%}. When directly deployed on a GPU, the proposed dataflow achieved a non-trivial 1.72×1.72 \times speedup on real-world static scenes, though still falls short of real-time rendering performance. Recognizing the limited compute utilization in the GPU-based implementation, GBU enhances rendering speed with a dedicated rendering engine that balances the workload across rows by aggregating computations from multiple Gaussians. Additionally, GBU integrates a Gaussian Reuse Cache, reducing off-chip memory accesses by 44.9% and resulting in a 1.14×1.14 \times speedup in rendering. Experiments across representative AR/VR applications demonstrate that our GBU provides a unified solution for on-device real-time rendering while maintaining SOTA rendering quality.

问问这篇 Paper

智能体会读完全文。

Lune 把这篇 Paper 索引到了每一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。

可以从这些问题问起

智能体调用

Luneget_paper_fulltext

在 Lune 里问

免费开始,无需绑卡

引用它的顶会 Paper8

问问它们各自怎么用它

它引用的顶会 Paper31

相关 Paper

黄昏的海面,两侧是细线勾勒的悬崖