Papers for

gpu optimization engineers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

New methods speed up surface texture rendering without heavy calculations

Accelerating HKTex without Mesh Eigensystems: Local Unfolding and Randomized Thermal Features

Abstract: Heat Kernel Textures (HKTex) represent surface appearance with intrinsic anisotropic kernels, but evaluate them using 50 global Laplace-Beltrami eigendecompositions and a resident basis of shape [50,V,256]. We study two complementary ways to remove this bottleneck while leaving the trainer, GeodesicOpt, density control, and compositing unchanged. LocalHK exploits the measured locality of trained kernels and replaces spectral evaluation by radius-bounded hinge unfolding and an analytic log-map kernel. On 10 Objaverse meshes and an 8-mesh low-poly holdout, it changes mean view PSNR from 31.35 to 32.00 and from 29.82 to 30.76 dB, respectively, while reducing initialization by 40.5 times and enabling a 749,570-vertex proxy-backed run where the spectral baseline fails. ThermalRF instead preserves the discrete anisotropic heat semigroup: GPU sparse Chebyshev actions and randomized range finding construct global low-rank heat factors without mesh-sized eigenvectors, and a compiled evaluator mixes four neighboring thermal responses. On spot and a thin-stem challenge, ThermalRF reduces end-to-end preprocessing, initialization, and 5,000-step optimization by 29.3% and 24.4%, with every surface, atlas, or view PSNR change within 0.12 dB and training allocation reduced by about 90%. The two routes expose a useful design choice: maximal locality and scale versus fidelity to the thermal PDE. Broader thermal-feature evaluation and real large scenes remain future work.

Sat 12 SeptComputer Vision and Pattern RecognitionGraphics
The gist
Rendering detailed surface textures often relies on complex calculations that slow down the process. The authors introduce two new ways to speed this up without sacrificing quality: one method uses local information and simpler math, while the other uses randomized techniques to approximate global effects more efficiently. Both approaches significantly reduce computation time and memory needs while keeping image quality high. These improvements make it possible to handle much larger 3D models than before.
Open → 2609.14105v1