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Zimu Liao

dblp:385/7621 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2025
0009-0000-4603-3914ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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 · 100%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
GPUs and heterogeneous computing · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › gaussian splatting
3d gaussian splatting
0.912025
FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering · CVPR 2025
Rendering
gaussian splatting
0.912025
TC-GS: A Faster Gaussian Splatting Module Utilizing Tensor Cores · SIGGRAPH Asia 2025
Rendering
rasterization
0.912025
FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering · CVPR 2025
Rendering
real-time rendering
0.912025
FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering · CVPR 2025
GPUs and heterogeneous computing › GPU kernel optimization
CUDA optimization
0.912025
FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering · CVPR 2025
GPUs and heterogeneous computing
GPU computing
0.912025
FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering · CVPR 2025
GPUs and heterogeneous computing › GPU computing
tensor cores
0.312025
TC-GS: A Faster Gaussian Splatting Module Utilizing Tensor Cores · SIGGRAPH Asia 2025

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

tensor cores · 1.7redundancy elimination · 1.7pipelining · 1.7matrix multiplication · 1.7alpha blending · 1.7adaptive scheduling · 1.7
YearPublicationVenuePosition
2025 FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering
abstract
Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated significant potential over traditional rendering techniques, attracting widespread attention from both industry and academia. However, real-time rendering with 3DGS remains a challenging problem, particularly in large-scale, high-resolution scenes due to the presence of numerous anisotropic Gaussian representations, and it has not been extensively explored. To address this challenge, we introduce FlashGS, an open-source CUDA library with Python bindings, featuring comprehensive algorithm design and optimizations, including redundancy elimination, adaptive scheduling, and efficient pipelining. First, we eliminate substantial redundant computations through precise Gaussian intersection tests, leveraging the intrinsic mechanism of the 3DGS rasterizer. During task partitioning, we propose an adaptive scheduling strategy that accounts for variations in Gaussian size and shape. Additionally, we design a multi-stage pipelining strategy for color computation in the rendering process, further accelerating performance. We conduct an extensive evaluation of FlashGS across a diverse range of synthetic and real-world 3D scenes, encompassing scene sizes of up to 2.7 km2cityscape and resolutions of up to over 4K. Our approach improves 3DGS rendering performance by an order of magnitude, achieving an average speedup of 7.2×, and rendering at a minimum of 125.9 FPS, setting a new state-of-the-art in real-time 3DGS rendering. https://github.com/InternLandMark/FlashGS.
Guofeng Feng, Zimu Liao, Boni Hu, Linning Xu, Zhilin Pei, Hengjie Li, Ninghui Sun, Xingcheng Zhang, Bo Dai 0002
CVPR4
2025 TC-GS: A Faster Gaussian Splatting Module Utilizing Tensor Cores
abstract
3D Gaussian Splatting (3DGS) renders pixels by rasterizing Gaussian primitives, where conditional alpha-blending dominates the computational cost in the rendering pipeline. This paper proposes TC-GS, an algorithm-independ-ent universal module that expands the applicability of Tensor Core (TCU) for 3DGS, leading to substantial speedups and seamless integration into existing 3DGS optimization frameworks. The key innovation lies in mapping alpha computation to matrix multiplication, fully utilizing otherwise idle TCUs in existing 3DGS implementations. TC-GS provides plug-and-play acceleration for existing top-tier acceleration algorithms and integrates seamlessly with rendering pipeline designs, such as Gaussian compression and redundancy elimination algorithms. Additionally, we introduce a global-to-local coordinate transformation to mitigate rounding errors from quadratic terms of pixel coordinates caused by Tensor Core half-precision computation. Extensive experiments demonstrate that our method maintains rendering quality while providing an additional 2.18× speedup over existing Gaussian acceleration algorithms, thereby achieving a total acceleration of up to 5.6×.
Zimu Liao, Jifeng Ding, Siwei Cui, Ruixuan Gong, Boni Hu, Hengjie Li, Hui Wang 0158, Xingcheng Zhang
SIGGRAPH Asia1