Demo Data from VLDB 2026 / reviewers in the wild / expert
Sreemanth Prathipati
dblp:402/3602
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Systems, 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 architecture, parallel and distributed computing, and storage systems
1 paper |
Hardware accelerators and domain-specific architectures · 50% GPUs and heterogeneous computing · 50% | |
| Computer graphics and multimedia
1 paper |
Rendering · 50% Virtual and augmented reality · 50% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
GPUs and heterogeneous computing › embedded GPU
edge GPU |
0.9 | 1 | 2025 | Gaussian Blending Unit: An Edge GPU Plug-in for Real-Time Gaussian-Based Rendering in AR/VR · HPCA 2025 |
Virtual and augmented reality
immersive rendering |
0.3 | 1 | 2025 | Gaussian Blending Unit: An Edge GPU Plug-in for Real-Time Gaussian-Based Rendering in AR/VR · HPCA 2025 |
Rendering
real-time rendering |
0.3 | 1 | 2025 | Gaussian Blending Unit: An Edge GPU Plug-in for Real-Time Gaussian-Based Rendering in AR/VR · HPCA 2025 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Gaussian Blending Unit: An Edge GPU Plug-in for Real-Time Gaussian-Based Rendering in AR/VRabstractThe 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 |
HPCA | 10 |