SLTarch: Towards Scalable Point-Based Neural Rendering by Taming Workload Imbalance and Memory Irregularity

Fuente: arXiv
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Main Authors: Li, Xingyang, Jiang, Jie, Feng, Yu, Gan, Yiming, Zhao, Jieru, Liu, Zihan, Leng, Jingwen, Guo, Minyi
Format: Preprint
Published: 2025
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author Li, Xingyang
Jiang, Jie
Feng, Yu
Gan, Yiming
Zhao, Jieru
Liu, Zihan
Leng, Jingwen
Guo, Minyi
author_facet Li, Xingyang
Jiang, Jie
Feng, Yu
Gan, Yiming
Zhao, Jieru
Liu, Zihan
Leng, Jingwen
Guo, Minyi
contents Rendering is critical in fields like 3D modeling, AR/VR, and autonomous driving, where high-quality, real-time output is essential. Point-based neural rendering (PBNR) offers a photorealistic and efficient alternative to conventional methods, yet it is still challenging to achieve real-time rendering on mobile platforms. We pinpoint two major bottlenecks in PBNR pipelines: LoD search and splatting. LoD search suffers from workload imbalance and irregular memory access, making it inefficient on off-the-shelf GPUs. Meanwhile, splatting introduces severe warp divergence across GPU threads due to its inherent sparsity. To tackle these challenges, we propose SLTarch, an algorithm-architecture co-designed framework. At its core, SLTarch introduces SLTree, a dedicated subtree-based data structure, and LTcore, a specialized hardware architecture tailored for efficient LoD search. Additionally, we co-design a divergence-free splatting algorithm with our simple yet principled hardware augmentation, SPcore, to existing PBNR accelerators. Compared to a mobile GPU, SLTarch achieves 3.9$\times$ speedup and 98\% energy savings with negligible architecture overhead. Compared to existing accelerator designs, SLTarch achieves 1.8$\times$ speedup with 54\% energy savings.
format Preprint
id arxiv_https___arxiv_org_abs_2507_21499
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle SLTarch: Towards Scalable Point-Based Neural Rendering by Taming Workload Imbalance and Memory Irregularity
Li, Xingyang
Jiang, Jie
Feng, Yu
Gan, Yiming
Zhao, Jieru
Liu, Zihan
Leng, Jingwen
Guo, Minyi
Hardware Architecture
Rendering is critical in fields like 3D modeling, AR/VR, and autonomous driving, where high-quality, real-time output is essential. Point-based neural rendering (PBNR) offers a photorealistic and efficient alternative to conventional methods, yet it is still challenging to achieve real-time rendering on mobile platforms. We pinpoint two major bottlenecks in PBNR pipelines: LoD search and splatting. LoD search suffers from workload imbalance and irregular memory access, making it inefficient on off-the-shelf GPUs. Meanwhile, splatting introduces severe warp divergence across GPU threads due to its inherent sparsity. To tackle these challenges, we propose SLTarch, an algorithm-architecture co-designed framework. At its core, SLTarch introduces SLTree, a dedicated subtree-based data structure, and LTcore, a specialized hardware architecture tailored for efficient LoD search. Additionally, we co-design a divergence-free splatting algorithm with our simple yet principled hardware augmentation, SPcore, to existing PBNR accelerators. Compared to a mobile GPU, SLTarch achieves 3.9$\times$ speedup and 98\% energy savings with negligible architecture overhead. Compared to existing accelerator designs, SLTarch achieves 1.8$\times$ speedup with 54\% energy savings.
title SLTarch: Towards Scalable Point-Based Neural Rendering by Taming Workload Imbalance and Memory Irregularity
topic Hardware Architecture
url https://arxiv.org/abs/2507.21499