EDBT 2026 Demo / reviewers in the wild / expert
Jingqun Zhang
dblp:347/1813
· DBLP profile ↗
5ranked-venue papers
0as first author
5since 2021 · last 2026
0009-0001-0955-016XORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 5 · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Precision-aware Communication in CGRAsabstractMixed-precision and sparse machine-learning kernels increasingly stress CGRA interconnects because communicated values span byte- to word-scale precisions, while many CGRAs route fixed-width tokens under a uniform abstraction. This mismatch imposes a precision tax: narrow operands underutilize wide links, while wide values on narrow fabrics require fragmentation across multiple transfers. We present Fringe, a precision-aware CGRA communication substrate that treats precision as a first-class routing resource. Fringe exposes compiler-scheduled routing planes at different widths (8b and 32b data paths plus a 1b predicate path), enabling the mapper to allocate dependences onto precision-matched physical links without dynamic packing/unpacking hardware or loss of compile-time determinism. We prototype Fringe as a 4×4 mesh that separates narrow transport from widening-at-use for FP32 accumulation and quantify its implementation overhead in a GF12 ASIC synthesis flow. Relative to a precision-oblivious 32b-only baseline, Fringe increases total area by 1.81% and standard-cell area by 2.33%. Shwet Chitnis, Fergus Xu, Ayush Kulkarni, Jingqun Zhang, Arjun Raje |
FCCM | 5 |
| 2025 | Uni-Render: A Unified Accelerator for Real-Time Rendering Across Diverse Neural RenderersabstractRecent advancements in neural rendering technologies and their supporting devices have paved the way for immersive 3D experiences, significantly transforming human interaction with intelligent devices across diverse applications. However, achieving the desired real-time rendering speeds for immersive interactions is still hindered by (1) the lack of a universal algorithmic solution for different application scenarios and (2) the dedication of existing devices or accelerators to merely specific rendering pipelines. To overcome this challenge, we have developed a unified neural rendering accelerator that caters to a wide array of typical neural rendering pipelines, enabling real-time and on-device rendering across different applications while maintaining both efficiency and compatibility. Our accelerator design is based on the insight that, although neural rendering pipelines vary and their algorithm designs are continually evolving, they typically share common operators, predominantly executing similar workloads. Building on this insight, we propose a reconfigurable hardware architecture that can dynamically adjust dataflow to align with specific rendering metric requirements for diverse applications, effectively supporting both typical and the latest hybrid rendering pipelines. Benchmarking experiments and ablation studies on both synthetic and real-world scenes demonstrate the effectiveness of the proposed accelerator. It achieves real-time rendering speeds (> 30 FPS) and up to $119 \times$ speedups over state-of-the-art neural rendering hardware across varied rendering pipelines, while adhering to power consumption constraints of around 5 W, typical for edge devices. Consequently, the proposed unified accelerator stands out as the first solution capable of achieving real-time neural rendering across varied representative pipelines on edge devices, potentially paving the way for the next generation of neural graphics applications. Chaojian Li, Sixu Li, Linrui Jiang, Jingqun Zhang, Yingyan (Celine) Lin |
HPCA | 4 |
| 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 | 3 |
| 2024 | Fusion-3D: Integrated Acceleration for Instant 3D Reconstruction and Real-Time RenderingabstractRecent breakthroughs in Neural Radiance Field (NeRF) based 3D reconstruction and rendering have spurred the possibility of immersive experiences in augmented and virtual reality (AR/VR). However, current NeRF acceleration techniques are still inadequate for real-world AR/VR applications due to: 1) the lack of end-to-end pipeline acceleration support, which causes impractical off-chip bandwidth demands for edge devices, and 2) limited scalability in handling large-scale scenes. To tackle these limitations, we have developed an end-to-end, scalable 3D acceleration framework called Fusion-3D, capable of instant scene reconstruction and real-time rendering. Fusion-3D achieves these goals through two key innovations: 1) an optimized end-to-end processor for all three stages of the NeRF pipeline, featuring dynamic scheduling and hardware-aware sampling in the first stage, and a shared, reconfigurable pipeline with mixed-precision arithmetic in the second and third stages; 2) a multi-chip architecture for handling large-scale scenes, integrating a three-level hierarchical tiling scheme that minimizes inter-chip communication and balances workloads across chips. Extensive experiments validate the effectiveness of Fusion-3D in facilitating real-time, energy-efficient 3D reconstruction and rendering. Specifically, we tape out a prototype chip in 28nm CMOS to evaluate the effectiveness of the proposed end-to-end processor. Extensive simulation based on the on-silicon measurements demonstrates a$\mathbf{2.5}\times$and$\mathbf{6}\times$throughput improvement in training and inference, respectively, compared to state-of-the-art accelerators. Furthermore, to assess the multi-chip architecture, we integrate four chips into a single PCB as a prototype. Further simulation results show that the multi-chip system achieves a$\mathbf{7.3}\times$and$\mathbf{6.5}\times$throughput improvement in training and inference, respectively, over the Nvidia 2080Ti GPU. To the best of our knowledge, Fusion-3D is the first to achieve both instant (≤ 2 seconds) 3D reconstruction and real-time (≥ 30 FPS) rendering, while only requiring the bandwidth of the most commonly used USB port (0.625 GB/s, 5 Gbps) in edge devices for off-chip communication. Sixu Li, Yang Zhao 0013, Chaojian Li, Bowei Guo, Jingqun Zhang, Zhifan Ye, Cheng Wan 0005, Yingyan (Celine) Lin |
MICRO | 5 |
| 2023 | Instant-NeRF: Instant On-Device Neural Radiance Field Training via Algorithm-Accelerator Co-Designed Near-Memory ProcessingabstractInstant on-device Neural Radiance Fields (NeRFs) are in growing demand for unleashing the promise of immersive AR/VR experiences, but are still limited by their prohibitive training time. Our profiling analysis reveals a memory-bound inefficiency in NeRF training. To tackle this inefficiency, near-memory processing (NMP) promises to be an effective solution, but also faces challenges due to the unique workloads of NeRFs, including the random hash table lookup, random point processing sequence, and heterogeneous bottleneck steps. Therefore, we propose the first NMP framework, Instant-NeRF, dedicated to enabling instant on-device NeRF training. Experiments on eight datasets consistently validate the effectiveness of Instant-NeRF. Yang Zhao 0013, Shang Wu 0003, Jingqun Zhang, Sixu Li, Chaojian Li, Yingyan (Celine) Lin |
DAC | 3 |