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Chenxi Wan

dblp:381/8755 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 2 · 2 since 2021Systems, architecture and hardware · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 88% Virtual and augmented reality · 12%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Hardware accelerators and domain-specific architectures · 50% GPUs and heterogeneous computing · 50%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
real-time rendering
1.022025
3D Gaussian Rendering Can Be Sparser: Efficient Rendering via Learned Fragment Pruning · NeurIPS 2024
Gaussian Blending Unit: An Edge GPU Plug-in for Real-Time Gaussian-Based Rendering in AR/VR · HPCA 2025
GPUs and heterogeneous computing › embedded GPU
edge GPU
0.912025
Gaussian Blending Unit: An Edge GPU Plug-in for Real-Time Gaussian-Based Rendering in AR/VR · HPCA 2025
Rendering › gaussian splatting
3d gaussian splatting
0.812024
3D Gaussian Rendering Can Be Sparser: Efficient Rendering via Learned Fragment Pruning · NeurIPS 2024
Virtual and augmented reality
immersive rendering
0.312025
Gaussian Blending Unit: An Edge GPU Plug-in for Real-Time Gaussian-Based Rendering in AR/VR · HPCA 2025
Rendering
novel view synthesis
0.212024
3D Gaussian Rendering Can Be Sparser: Efficient Rendering via Learned Fragment Pruning · NeurIPS 2024

Methods — techniques the papers use, named apart from their topics

learned pruning · 0.8dynamic threshold optimization · 0.8
YearPublicationVenuePosition
2025 Gaussian Blending Unit: An Edge GPU Plug-in for Real-Time Gaussian-Based Rendering in AR/VR
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. This transformation enables (1) the sharing of intermediate values between adjacent pixels, reducing pixel-wise computation costs by up to $5.5 \times$, and (2) the early identification and skipping of Gaussians that minimally contribute to the pixels, reducing per-pixel computation by up to $\mathbf{9 3 \%}$. When directly deployed on a GPU, the proposed dataflow achieved a non-trivial $1.72 \times$ 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 $1.14 \times$ 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.
Zhifan Ye, Yonggan Fu, Jingqun Zhang, Leshu Li, Yongan Zhang, Sixu Li, Cheng Wan 0005, Chenxi Wan, Chaojian Li, Sreemanth Prathipati, Yingyan (Celine) Lin
HPCA8
2024 3D Gaussian Rendering Can Be Sparser: Efficient Rendering via Learned Fragment Pruning
abstract
3D Gaussian splatting has recently emerged as a promising technique for novel view synthesis from sparse image sets, yet comes at the cost of requiring millions of 3D Gaussian primitives to reconstruct each 3D scene. This largely limits its application to resource-constrained devices and applications. Despite advances in Gaussian pruning techniques that aim to remove individual 3D Gaussian primitives, the significant reduction in primitives often fails to translate into commensurate increases in rendering speed, impeding efficiency and practical deployment. We identify that this discrepancy arises due to the overlooked impact of fragment count per Gaussian (i.e., the number of pixels each Gaussian is projected onto). To bridge this gap and meet the growing demands for efficient on-device 3D Gaussian rendering, we propose fragment pruning, an orthogonal enhancement to existing pruning methods that can significantly accelerate rendering by selectively pruning fragments within each Gaussian. Our pruning framework dynamically optimizes the pruning threshold for each Gaussian, markedly improving rendering speed and quality. Extensive experiments in both static and dynamic scenes validate the effectiveness of our approach. For instance, by integrating our fragment pruning technique with state-of-the-art Gaussian pruning methods, we achieve up to a 1.71$\times$ speedup on an edge GPU device, the Jetson Orin NX, and enhance rendering quality by an average of 0.16 PSNR on the Tanks\&Temples dataset. Our code is available at https://github.com/GATECH-EIC/Fragment-Pruning.
Zhifan Ye, Chenxi Wan, Chaojian Li, Jihoon Hong, Sixu Li, Leshu Li, Yongan Zhang, Yingyan (Celine) Lin
NeurIPS2
2024 Collaborative planning and control of heterogeneous multi-ground unmanned platforms
Pengyu Xue, Dawei Pi, Chenxi Wan, Boyuan Xie, Xianhui Wang 0001, Guodong Yin
Eng. Appl. Artif. Intell.3