EDBT 2026 Demo / reviewers in the wild / expert
Chieh-Pu Lo
dblp:176/6004
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · unresolved
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 |
GPUs and heterogeneous computing · 50% Hardware accelerators and domain-specific architectures · 50% | |
| Computer graphics and multimedia
1 paper |
Rendering · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Hardware accelerators and domain-specific architectures › neural rendering accelerator
3d gaussian splatting accelerator |
0.9 | 1 | 2025 | GSAcc: Accelerate 3D Gaussian Splatting via Depth Speculation and Gaussian-centric Rasterization · DAC 2025 |
GPUs and heterogeneous computing
graphics accelerator |
0.9 | 1 | 2025 | GSAcc: Accelerate 3D Gaussian Splatting via Depth Speculation and Gaussian-centric Rasterization · DAC 2025 |
Rendering › gaussian splatting
3d gaussian splatting |
0.3 | 1 | 2025 | GSAcc: Accelerate 3D Gaussian Splatting via Depth Speculation and Gaussian-centric Rasterization · DAC 2025 |
Rendering › neural rendering
radiance field rendering |
0.3 | 1 | 2025 | GSAcc: Accelerate 3D Gaussian Splatting via Depth Speculation and Gaussian-centric Rasterization · DAC 2025 |
Methods — techniques the papers use, named apart from their topics
gaussian-centric rasterization · 1.7depth speculation · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | GSAcc: Accelerate 3D Gaussian Splatting via Depth Speculation and Gaussian-centric RasterizationabstractD Gaussian Splatting (3DGS) has emerged as a promising real-time photorealistic radiance field rendering technique. Existing GPU and hardware accelerators face limitations due to insufficient parallelism in sequential rendering pipeline stages and the memory overhead associated with interim results. This paper presents GSAcc, a hardware accelerator co-designed with dataflow to render compressed 3DGS models on edge platforms efficiently. GSAcc enhances 3DGS rendering performance through several key innovations. First, it introduces Gaussian depth speculation, parallelizing preprocessing and sorting tasks. Second, GSAcc adopts a Gaussian-centric dataflow that interleaves preprocessing and rasterization, allowing all rendering steps to execute concurrently without storing intermediate results. Finally, it employs dedicated hardware acceleration to address sorting and rasterization bottlenecks within the optimized dataflow. We implemented and synthesized GSAcc using Intel16 PDK and evaluated its performance on real-world 3DGS scenes. Compared with desktop GPUs, GSAcc achieves up to $1.66 \times 10^{4} \mathrm{x}$ Power-Performance-Area (PPA) improvement as well as 48.7 x energy savings. Additionally, GSAcc outperforms the state-of-the-art hardware accelerator GSCore with up to 2.3x PPA improvement and 2.9x energy savings. Mengtian Yang, Yipeng Wang 0017, Chieh-Pu Lo, Xiuhao Zhang, Sirish Oruganti, Jaydeep P. Kulkarni |
DAC | 3 |