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Plumb Sparse Gaussian TileIntersection #401
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Signed-off-by: Jonathan Swartz <jonathan@jswartz.info>
Signed-off-by: Jonathan Swartz <jonathan@jswartz.info>
…hecks Signed-off-by: Jonathan Swartz <jonathan@jswartz.info>
Swap out torch cumsum for CUB. Signed-off-by: Jonathan Swartz <jonathan@jswartz.info>
Signed-off-by: Jonathan Swartz <jonathan@jswartz.info>
…r PR Signed-off-by: Jonathan Swartz <jonathan@jswartz.info>
…seTileIntersection to be more consistent with dispatchGaussianSparseRasterize* functions Signed-off-by: Jonathan Swartz <jonathan@jswartz.info>
Signed-off-by: Jonathan Swartz <jonathan@jswartz.info>
harrism
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Jan 13, 2026
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This is awesome! Thanks for plumbing this in. Perhaps before merging change the title to not use "pipeline" since that confused me (I interpreted it to mean pipeline parallelism as in overlap multiple stages of an algorithm when processing independent inputs).
swahtz
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Jan 13, 2026
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Labels
enhancement
New feature or request
Gaussian Splatting
Issues related to Gaussian splattng in the core library
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When profiling sparse rasterization in functions like
sparseRenderTopContributingGaussianIds, I was noticing that the projection phase, specifically the gaussian tile intersection, dominated the runtime. However, these intersections were being computed for all tiles when we only eventually rasterize a small number of them. I went back and plumbeddispatchGaussianSparseTileIntersectionwhich had been written back in February of 2025 and this has provided a 7x speedup for the tile intersection cost and a 4x speedup tosparseRenderTopContributingGaussianIdsoverall.The most significant downstream change is that now
tileOffsetscan be either a tensor of dimension 3[C, numTilesH, numTilesW]in the usual dense rendering case or[active_tiles + 1]in the sparse case. This just necessitated changing some functions that relied ontileOffsets's sizes to infer any of those quantities to get them from elsewhere.