Fang-Chi Chang

dblp:435/1311 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2026
0009-0004-5907-4343ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 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 architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 33% Hardware accelerators and domain-specific architectures · 33% Energy-efficient computing · 33%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Hardware accelerators and domain-specific architectures › neural rendering accelerator
3d gaussian splatting accelerator
1.012026
A 129 FPS Full HD Real-Time Accelerator for 3D Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026
Energy-efficient computing › energy-efficient architecture
energy-efficient accelerator
1.012026
A 129 FPS Full HD Real-Time Accelerator for 3D Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026
GPUs and heterogeneous computing
graphics accelerator
1.012026
A 129 FPS Full HD Real-Time Accelerator for 3D Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026
Rendering
real-time rendering
0.312026
A 129 FPS Full HD Real-Time Accelerator for 3D Gaussian Splatting · IEEE Trans. Vis. Comput. Graph. 2026

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

vector quantization · 2.0tile-based sorting · 2.0spherical harmonics reduction · 2.0gaussian pruning · 2.0
YearPublicationVenuePosition
2026 A 129 FPS Full HD Real-Time Accelerator for 3D Gaussian Splatting
abstract
Rendering large-scale, unbounded scenes on AR/VR-class devices is constrained by the computation, bandwidth, and storage cost of 3D Gaussian Splatting (3DGS). We propose a low-power, low-cost 3DGS hardware accelerator that renders full-HD images in real time, together with a hardware-friendly compression pipeline that combines iterative Gaussian pruning and fine-tuning, progressive spherical harmonics (SH) degree reduction, and vector quantization of all SH coefficients and colors. The scheme achieves a $51.6\times$51.6× model-size reduction with a 0.743 dB PSNR loss. The accelerator uses a frame-level pipeline that integrates point-based culling and projection with tile-based sorting and rasterization, skips zero-Jacobian matrix multiplications (reducing processing elements by 63% and computation by 53%), and adopts comparison-free tile-based sorting with deterministic latency. Implemented in a TSMC 28-nm process at 800MHz, the design occupies $\text{0.66}\;\text{mm}^{2}$0.66mm2 with 1.1438 M gates and 120 kB SRAM, consumes 0.219 W, and delivers 1219 Mpixels/J at 267.5 Mpixels/s, enabling 1080p at 129 FPS. Overall, it is $5.98\times$5.98× smaller in area, $5.94\times$5.94× higher throughput, and delivers $7.5\times$7.5× higher energy efficiency than prior 3DGS accelerators.
Fang-Chi Chang, Tian-Sheuan Chang
IEEE Trans. Vis. Comput. Graph.1