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
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 , and (2) the early identification and skipping of Gaussians that minimally contribute to the pixels, reducing per-pixel computation by up to . When directly deployed on a GPU, the proposed dataflow achieved a non-trivial 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 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.
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引用它的顶会 Paper8
- RTGS: Real-Time 3D Gaussian Splatting SLAM via Multi-Level Redundancy ReductionLeshu Li, Jiayin Qin, Jie Peng, Zishen Wan 等MICRO 2025 · 被引用 7 次
- Neo: Real-Time On-Device 3D Gaussian Splatting with Reuse-and-Update Sorting AccelerationChanghun Oh, Seongryong Oh, Jinwoo Hwang, Yoonsung Kim 等ASPLOS 2026 · 被引用 6 次
- REACT3D: Real-time Edge Accelerator for Incremental Training in 3D Gaussian Splatting based SLAM SystemsHongyi Wang, Zhenhua Zhu, Tianchen Zhao, Yunfei Xiang 等MICRO 2025 · 被引用 3 次
- ASDR: Exploiting Adaptive Sampling and Data Reuse for CIM-based Instant Neural RenderingFangxin Liu, Haomin Li, Bowen Zhu, Zongwu Wang 等ASPLOS 2025 · 被引用 2 次
- GRTX: Efficient Ray Tracing for 3D Gaussian-Based RenderingJunseo Lee, Sangyun Jeon, Jungi Lee, Junyong Park 等HPCA 2026 · 被引用 2 次
它引用的顶会 Paper31
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- Plenoxels: Radiance Fields without Neural NetworksSara Fridovich-Keil, Alex Yu, Matthew Tancik, Qinhong Chen 等CVPR 2022 · 被引用 1,237 次
- DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content CreationJiaxiang Tang, Jiawei Ren, Hang Zhou, Ziwei Liu 等ICLR 2024 · 被引用 955 次
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