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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

TL;DR

The paper targets real-time, photorealistic Gaussian-based rendering on edge AR/VR devices by identifying the Gaussian Blending Stage as the primary bottleneck. It introduces the Gaussian Blending Unit (GBU), a hardware-software co-design plug-in that combines an intra-row sequential shading (IRSS) dataflow with a dedicated rendering engine to accelerate Gaussian-based rendering on edge GPUs. The IRSS path reportedly achieves a 1.72x speedup on static scenes, while the dedicated engine improves workload balance across pixel rows using a Gaussian Reuse Cache. Across representative AR/VR tasks, the approach maintains state-of-the-art rendering quality while enabling on-device real-time rendering, offering a unified solution for edge-enabled Gaussian-based AR/VR rendering.

Abstract

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. When directly deployed on a GPU, the proposed dataflow achieved a non-trivial 1.72x 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. 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.

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

TL;DR

The paper targets real-time, photorealistic Gaussian-based rendering on edge AR/VR devices by identifying the Gaussian Blending Stage as the primary bottleneck. It introduces the Gaussian Blending Unit (GBU), a hardware-software co-design plug-in that combines an intra-row sequential shading (IRSS) dataflow with a dedicated rendering engine to accelerate Gaussian-based rendering on edge GPUs. The IRSS path reportedly achieves a 1.72x speedup on static scenes, while the dedicated engine improves workload balance across pixel rows using a Gaussian Reuse Cache. Across representative AR/VR tasks, the approach maintains state-of-the-art rendering quality while enabling on-device real-time rendering, offering a unified solution for edge-enabled Gaussian-based AR/VR rendering.

Abstract

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. When directly deployed on a GPU, the proposed dataflow achieved a non-trivial 1.72x 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. 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.

Paper Structure

This paper contains 2 sections.

Table of Contents

  1. Related Works
  2. Conclusion