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Cicero: Addressing Algorithmic and Architectural Bottlenecks in Neural Rendering by Radiance Warping and Memory Optimizations

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arxiv 2404.11852 v1 pith:WBP7I4UJ submitted 2024-04-18 cs.AR cs.GR

classification cs.ARcs.GR
keywords nerfciceromobilealgorithmicarchitecturalbottleneckseliminatesenergy
verification ladder T0 review T1 audit T2 compute T3 formal
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Neural Radiance Field (NeRF) is widely seen as an alternative to traditional physically-based rendering. However, NeRF has not yet seen its adoption in resource-limited mobile systems such as Virtual and Augmented Reality (VR/AR), because it is simply extremely slow. On a mobile Volta GPU, even the state-of-the-art NeRF models generally execute only at 0.8 FPS. We show that the main performance bottlenecks are both algorithmic and architectural. We introduce, CICERO, to tame both forms of inefficiencies. We first introduce two algorithms, one fundamentally reduces the amount of work any NeRF model has to execute, and the other eliminates irregular DRAM accesses. We then describe an on-chip data layout strategy that eliminates SRAM bank conflicts. A pure software implementation of CICERO offers an 8.0x speed-up and 7.9x energy saving over a mobile Volta GPU. When compared to a baseline with a dedicated DNN accelerator, our speed-up and energy reduction increase to 28.2x and 37.8x, respectively - all with minimal quality loss (less than 1.0 dB peak signal-to-noise ratio reduction).

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  1. AGS: Accelerating 3D Gaussian Splatting SLAM via CODEC-Assisted Frame Covisibility Detection

    cs.AR 2025-08 conditional novelty 7.0 of 10

    AGS speeds up 3DGS-SLAM training by measuring frame covisibility from CODEC motion-estimation data, then skipping redundant pose refinements and non-contributory Gaussian computations.

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