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Junyong Park 0005

dblp:97/8427-5 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2025
0009-0003-4228-1138ORCID · verified

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

Systems, architecture and hardware · 3 · 3 since 2021Software engineering, systems software and programming languages · 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
3 papers
Hardware accelerators and domain-specific architectures · 70% GPUs and heterogeneous computing · 30%
Computer graphics and multimedia
2 papers
Rendering · 100%
Artificial intelligence
1 paper
Efficient and distributed learning · 100%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › neural rendering
radiance field rendering
1.022025
GSCore: Efficient Radiance Field Rendering via Architectural Support for 3D Gaussian Splatting · ASPLOS (3) 2024
VR-Pipe: Streamlining Hardware Graphics Pipeline for Volume Rendering · HPCA 2025
Machine learning › Efficient and distributed learning
model compression
0.912025
MX+: Pushing the Limits of Microscaling Formats for Efficient Large Language Model Serving · MICRO 2025
Machine learning › Efficient and distributed learning › model compression
quantization
0.912025
MX+: Pushing the Limits of Microscaling Formats for Efficient Large Language Model Serving · MICRO 2025
Rendering
volume rendering
0.912025
VR-Pipe: Streamlining Hardware Graphics Pipeline for Volume Rendering · HPCA 2025
Hardware accelerators and domain-specific architectures › machine learning accelerator › low-precision arithmetic
block floating point
0.912025
MX+: Pushing the Limits of Microscaling Formats for Efficient Large Language Model Serving · MICRO 2025
GPUs and heterogeneous computing
graphics hardware
0.912025
VR-Pipe: Streamlining Hardware Graphics Pipeline for Volume Rendering · HPCA 2025
Hardware accelerators and domain-specific architectures
machine learning accelerator
0.912025
MX+: Pushing the Limits of Microscaling Formats for Efficient Large Language Model Serving · MICRO 2025
Hardware accelerators and domain-specific architectures › neural rendering accelerator
3d gaussian splatting accelerator
0.812024
GSCore: Efficient Radiance Field Rendering via Architectural Support for 3D Gaussian Splatting · ASPLOS (3) 2024
GPUs and heterogeneous computing › embedded GPU
mobile GPU
0.212024
GSCore: Efficient Radiance Field Rendering via Architectural Support for 3D Gaussian Splatting · ASPLOS (3) 2024

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

quad merging · 1.7outlier-aware mantissa extension · 1.7multi-granular tile binning · 1.7early termination hardware support · 1.7block floating-point quantization · 1.7subtile skipping · 1.5hierarchical sorting · 1.5gaussian shape-aware intersection test · 1.5
YearPublicationVenuePosition
2025 VR-Pipe: Streamlining Hardware Graphics Pipeline for Volume Rendering
abstract
Graphics rendering that builds on machine learning and radiance fields is gaining significant attention due to its outstanding quality and speed in generating photorealistic images from novel viewpoints. However, prior work has primarily focused on evaluating its performance through software-based rendering on programmable shader cores, leaving its performance when exploiting fixed-function graphics units largely unexplored. In this paper, we investigate the performance implications of performing radiance field rendering on the hardware graphics pipeline. In doing so, we implement the state-of-the-art radiance field method, 3D Gaussian splatting, using graphics APIs and evaluate it across synthetic and real-world scenes on today’s graphics hardware. Based on our analysis, we present VR-Pipe, which seamlessly integrates two innovations into graphics hardware to streamline the hardware pipeline for volume rendering, such as radiance field methods. First, we introduce native hardware support for early termination by repurposing existing special-purpose hardware in modern GPUs. Second, we propose multi-granular tile binning with quad merging, which opportunistically blends fragments in shader cores before passing them to fixed-function blending units. Our evaluation shows that VR-Pipe greatly improves rendering performance, achieving up to a $2.78 \times$ speedup over the conventional graphics pipeline with negligible hardware overhead.
Jaisung Kim, Junyong Park 0005, Jaewoong Sim
HPCA3
2025 MX+: Pushing the Limits of Microscaling Formats for Efficient Large Language Model Serving
abstract
Reduced-precision data formats are crucial for cost-effective serving of large language models (LLMs).While numerous reducedprecision formats have been introduced thus far, they often require intrusive modifications to the software frameworks or are rather unconventional for widespread adoption across hardware vendors.In this paper, we instead focus on recent industry-driven variants of block floating-point (BFP) formats and conduct a comprehensive analysis to push their limits for efficient LLM serving.Our analysis shows that existing ultra low-bit BFP variants struggle to provide reasonable language model performance due to outlier values in blocks.To address the outliers with BFPs, we propose MX+, a cost-effective and non-intrusive extension designed for seamless integration into the microscaling (MX) formats.MX+ builds on the key insight that the outlier does not need to use its exponent field in the element data type, which allows us to repurpose the exponent field as an extended mantissa to increase the precision of the outlier element.Our evaluation shows that MX+ achieves significantly higher model performance compared to the 4-bit MX format (MXFP4) with negligible storage overhead and slowdown, thus offering a compelling alternative to MXFP4 or MXFP6 for efficient LLM inference.
Junyong Park 0005, Soohyun Cha, Jaehoon Cho, Jaewoong Sim
MICRO2
2024 GSCore: Efficient Radiance Field Rendering via Architectural Support for 3D Gaussian Splatting
abstract
This paper presents GSCore, a hardware acceleration unit that efficiently executes the rendering pipeline of 3D Gaussian Splatting with algorithmic optimizations. GSCore builds on the observations from an in-depth analysis of Gaussian-based radiance field rendering to enhance computational efficiency and bring the technique to wide adoption. In doing so, we present several optimization techniques, Gaussian shape-aware intersection test, hierarchical sorting, and subtile skipping, all of which are synergistically integrated with GSCore. We implement the hardware design of GSCore, synthesize it using a commercial 28nm technology, and evaluate the performance across a range of synthetic and real-world scenes with varying image resolutions. Our evaluation results show that GSCore achieves a 15.86× speedup on average over the mobile consumer GPU with a substantially smaller area and lower energy consumption.
Junyong Park 0005, Jaewoong Sim
ASPLOS (3)4