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Hengjie Li

Publications and source records attributed to Hengjie Li.

16 recordsLinked to original sources

Odin: Primitive-Level Synchronization for Distributed Point-Based Neural Rendering

Point-based neural rendering (PBNR) represents 3D scenes as explicit, trainable primitives and underpins high-quality reconstruction and emerging embodied AI and world-model pipelines. Unlike layer-structured neural networks, PBNR has primitive-indexed dependencies: each view reads and updates only a sparse, view-dependent subset of mutable scene state. As large scenes require distributed training and optimized renderers reduce per-view computation, global task- or iteration-level barriers increasingly place synchronization, rather than rendering, on the critical path. We present Odin, a distributed PBNR training system that replaces global barriers with primitive-level synchronization. Its ahead-of-time scheduler uses stable locality and phase order to identify low-conflict overlap windows, while the runtime validates primitive publication before later work observes mutable state. Odin provides a quality-first path that preserves synchronized-training visibility and a throughput-first path that uses overlap and gradient evidence to admit only small, low-impact delayed reads; structural changes and high-impact cases remain synchronized. Across four existing PBNR pipelines and 13 non-city scenes on 8 GPUs, Odin improves throughput by 1.22 times on average and hides 82% of critical-path wait while preserving reconstruction quality. In a MatrixCity mixed-parallel case study scaling to 64 GPUs, Odin improves throughput over Grendel by up to 1.89 times without changing renderer kernels, optimizers, training budgets, or model capacity.

cs.DC

DiTango: Cost-Effective Parallel Diffusion Generation with Selective Attention State Reuse

Recent advances in AI-generated content have driven widespread adoption of Diffusion Transformers (DiTs) for high-resolution, long-duration content generation. While parallelization techniques accelerate diffusion inference, they face significant scalability challenges due to excessive communication overhead in multi-node environments. We observe that sequence partitions in Context Parallelism (CP) exhibit distinct heterogeneity: spatially proximate partitions contribute more significantly to attention computation results. By mapping this heterogeneous pattern to hierarchical communication topology, we can access high-contribution partitions with reduced communication cost. This insight motivates our novel selective attention state mechanism that strategically balances partial attention computation and historical result reuse across denoising steps. We present DiTango, an efficient parallel framework for DiT generation. DiTango features an anchor-guided state selection planner that optimizes computation-reuse decisions for each partition, complemented by a runtime that orchestrates efficient state-centric operations. This design achieves superior system efficiency while preserving generation quality. Experimental evaluation on popular diffusion models demonstrates that DiTango achieves up to 1.9x end-to-end and 3.2x attention speedup with near-linear scaling in multi-node settings, while maintaining generation quality comparable to state-of-the-art approaches.

cs.CV

GPUSimBench: Towards Scalable and Reliable GPU-Accelerated Simulators in Embodied AI

Data-driven embodied AI is rapidly transitioning into a paradigm that scales training through massively parallel simulation, where GPU-accelerated simulators serve as the foundational data infrastructure. However, as computational throughput scales, the underlying trade-offs between parallel efficiency, physical fidelity, and execution determinism remain largely unexamined, hindering the development of reliable robot learning. In this paper, we expose the hidden limits of mainstream GPU-based robotic simulators (e.g., Isaac Lab, Genesis) by introducing GPUSimBench, which focuses on scalability, physical consistency, and computational determinism. First, GPUSimBench establishes a physical grounding evaluation with a controlled inclined-plane task, quantifying the distributional alignment between simulated dynamics and their real-world counterparts. Second, we benchmark parallel scalability by measuring throughput and memory footprints across scaling environment counts. Crucially, beyond standard performance metrics, we unveil and quantify the inherent non-determinism introduced by GPU-batched execution, characterized by significant run-to-run and inter-environment variability even under identical initial conditions. Finally, we identify four empirical regimes of stochasticity within current simulator stacks, highlighting that unbounded scaling can compromise reproducibility without explicit constraints.

cs.RO

SIM1: Physics-Aligned Simulator as Zero-Shot Data Scaler in Deformable Worlds

Robotic manipulation with deformable objects represents a data-intensive regime in embodied learning, where shape, contact, and topology co-evolve in ways that far exceed the variability of rigids. Although simulation promises relief from the cost of real-world data acquisition, prevailing sim-to-real pipelines remain rooted in rigid-body abstractions, producing mismatched geometry, fragile soft dynamics, and motion primitives poorly suited for cloth interaction. We posit that simulation fails not for being synthetic, but for being ungrounded. To address this, we introduce SIM1, a physics-aligned real-to-sim-to-real data engine that grounds simulation in the physical world. Given limited demonstrations, the system digitizes scenes into metric-consistent twins, calibrates deformable dynamics through elastic modeling, and expands behaviors via diffusion-based trajectory generation with quality filtering. This pipeline transforms sparse observations into scaled synthetic supervision with near-demonstration fidelity. Experiments show that policies trained on purely synthetic data achieve parity with real-data baselines at a 1:15 equivalence ratio, while delivering 90% zero-shot success and 50% generalization gains in real-world deployment. These results validate physics-aligned simulation as scalable supervision for deformable manipulation and a practical pathway for data-efficient policy learning.

cs.RO

Jano: Adaptive Diffusion Generation with Early-stage Convergence Awareness

Diffusion models have achieved remarkable success in generative AI, yet their computational efficiency remains a significant challenge, particularly for Diffusion Transformers (DiTs) requiring intensive full-attention computation. While existing acceleration approaches focus on content-agnostic uniform optimization strategies, we observe that different regions in generated content exhibit heterogeneous convergence patterns during the denoising process. We present Jano, a training-free framework that leverages this insight for efficient region-aware generation. Jano introduces an early-stage complexity recognition algorithm that accurately identifies regional convergence requirements within initial denoising steps, coupled with an adaptive token scheduling runtime that optimizes computational resource allocation. Through comprehensive evaluation on state-of-the-art models, Jano achieves substantial acceleration (average 2.0 times speedup, up to 2.4 times) while preserving generation quality. Our work challenges conventional uniform processing assumptions and provides a practical solution for accelerating large-scale content generation. The source code of our implementation is available at https://github.com/chen-yy20/Jano.

cs.CV

InternVLA-A1: Unifying Understanding, Generation and Action for Robotic Manipulation

Prevalent Vision-Language-Action (VLA) models are typically built upon Multimodal Large Language Models (MLLMs) and demonstrate exceptional proficiency in semantic understanding, but they inherently lack the capability to deduce physical world dynamics. Consequently, recent approaches have shifted toward World Models, typically formulated via video prediction; however, these methods often suffer from a lack of semantic grounding and exhibit brittleness in the presence of video prediction errors. To synergize semantic understanding with dynamic predictive capabilities, we present InternVLA-A1. This model employs a unified Mixture-of-Transformers architecture, coordinating three experts for scene understanding, visual foresight generation, and action execution. These components interact seamlessly through a unified masked self attention mechanism. Building upon InternVL3 and Qwen3-VL, we instantiate InternVLA-A1 at 2B and 3B parameter scales. We pre-train these models on heterogeneous data sources over real-world robot data, synthetic simulation data, and human videos, covering over 692M frames. This hybrid training strategy effectively harnesses the diversity of synthetic simulation data while minimizing the sim-to-real gap. We evaluated InternVLA-A1 on 12 real-world robotic tasks and a simulation benchmark. The results show that InternVLA-A1 consistently outperforms prior leading models: compared with pi0.5, it achieves +4.4\% on static manipulation tasks and +2.6\% on the RoboTwin 2.0 simulation benchmark, and delivers a +26.7\% boost on dynamic manipulation tasks.

cs.RO

Nimbus: A Unified Embodied Synthetic Data Generation Framework

Scaling data volume and diversity is critical for generalizing embodied intelligence. While synthetic data generation offers a scalable alternative to expensive physical data acquisition, existing pipelines remain fragmented and task-specific. This isolation leads to significant engineering inefficiency and system instability, failing to support the sustained, high-throughput data generation required for foundation model training. To address these challenges, we present Nimbus, a unified synthetic data generation framework designed to integrate heterogeneous navigation and manipulation pipelines. Nimbus introduces a modular four-layer architecture featuring a decoupled execution model that separates trajectory planning, rendering, and storage into asynchronous stages. By implementing dynamic pipeline scheduling, global load balancing, distributed fault tolerance, and backend-specific rendering optimizations, the system maximizes resource utilization across CPU, GPU, and I/O resources. Our evaluation demonstrates that Nimbus achieves a 2-3X improvement in end-to-end throughput compared to unoptimized baselines and ensuring robust, long-term operation in large-scale distributed environments. This framework serves as the production backbone for the InternData suite, enabling seamless cross-domain data synthesis.

cs.RO

TC-GS: A Faster Gaussian Splatting Module Utilizing Tensor Cores

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-independent 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 2.18x speedup over existing Gaussian acceleration algorithms, thereby achieving a total acceleration of up to 5.6x.

cs.GR

A Flexible Programmable Pipeline Parallelism Framework for Efficient DNN Training

Pipeline parallelism is an essential distributed parallelism method. Increasingly complex and diverse DNN models necessitate meticulously customized pipeline schedules for performance. However, existing practices typically rely on predefined schedules, each with strengths, but fail to adapt automatically to the emerging model architectures. Exploring novel high-efficiency schedules is daunting due to the enormous and varying schedule space. Besides, manually implementing schedules can be challenging due to the onerous coding burdens and constantly changing needs. Unfortunately, existing frameworks have limitations in automated schedule exploration and lack flexibility and controllability. This paper presents FlexPipe, a programmable pipeline parallelism framework with enhanced productivity, programmability, debuggability, and ease of tuning. FlexPipe has two main components: a succinct domain-specific language (DSL) and an automated scheduler. FlexPipe enables automated schedule exploration for various parallel scenarios within a broad spectrum of schedule types at a small search cost. Besides, users can swiftly develop and customize schedules using the FlexPipe DSL, which embodies flexible controllability in the pipeline order of micro-batch computations over stages. It also provides convenient mechanisms to include new operations in schedules to meet changing demands. Our evaluation results demonstrate that FlexPipe achieves up to 2.28X performance speedup compared to the popular large-scale parallel framework Megtron-LM, and gains up to 1.49X performance speedup compared to the state-of-the-art automated pipeline parallelism framework.

cs.DC

LandMarkSystem Technical Report

3D reconstruction is vital for applications in autonomous driving, virtual reality, augmented reality, and the metaverse. Recent advancements such as Neural Radiance Fields(NeRF) and 3D Gaussian Splatting (3DGS) have transformed the field, yet traditional deep learning frameworks struggle to meet the increasing demands for scene quality and scale. This paper introduces LandMarkSystem, a novel computing framework designed to enhance multi-scale scene reconstruction and rendering. By leveraging a componentized model adaptation layer, LandMarkSystem supports various NeRF and 3DGS structures while optimizing computational efficiency through distributed parallel computing and model parameter offloading. Our system addresses the limitations of existing frameworks, providing dedicated operators for complex 3D sparse computations, thus facilitating efficient training and rapid inference over extensive scenes. Key contributions include a modular architecture, a dynamic loading strategy for limited resources, and proven capabilities across multiple representative algorithms.This comprehensive solution aims to advance the efficiency and effectiveness of 3D reconstruction tasks.To facilitate further research and collaboration, the source code and documentation for the LandMarkSystem project are publicly available in an open-source repository, accessing the repository at: https://github.com/InternLandMark/LandMarkSystem.

cs.CV

GS-Cache: A GS-Cache Inference Framework for Large-scale Gaussian Splatting Models

Rendering large-scale 3D Gaussian Splatting (3DGS) model faces significant challenges in achieving real-time, high-fidelity performance on consumer-grade devices. Fully realizing the potential of 3DGS in applications such as virtual reality (VR) requires addressing critical system-level challenges to support real-time, immersive experiences. We propose GS-Cache, an end-to-end framework that seamlessly integrates 3DGS's advanced representation with a highly optimized rendering system. GS-Cache introduces a cache-centric pipeline to eliminate redundant computations, an efficiency-aware scheduler for elastic multi-GPU rendering, and optimized CUDA kernels to overcome computational bottlenecks. This synergy between 3DGS and system design enables GS-Cache to achieve up to 5.35x performance improvement, 35% latency reduction, and 42% lower GPU memory usage, supporting 2K binocular rendering at over 120 FPS with high visual quality. By bridging the gap between 3DGS's representation power and the demands of VR systems, GS-Cache establishes a scalable and efficient framework for real-time neural rendering in immersive environments.

cs.CV

Vchitect-2.0: Parallel Transformer for Scaling Up Video Diffusion Models

We present Vchitect-2.0, a parallel transformer architecture designed to scale up video diffusion models for large-scale text-to-video generation. The overall Vchitect-2.0 system has several key designs. (1) By introducing a novel Multimodal Diffusion Block, our approach achieves consistent alignment between text descriptions and generated video frames, while maintaining temporal coherence across sequences. (2) To overcome memory and computational bottlenecks, we propose a Memory-efficient Training framework that incorporates hybrid parallelism and other memory reduction techniques, enabling efficient training of long video sequences on distributed systems. (3) Additionally, our enhanced data processing pipeline ensures the creation of Vchitect T2V DataVerse, a high-quality million-scale training dataset through rigorous annotation and aesthetic evaluation. Extensive benchmarking demonstrates that Vchitect-2.0 outperforms existing methods in video quality, training efficiency, and scalability, serving as a suitable base for high-fidelity video generation.

cs.CV

Fisheye-GS: Lightweight and Extensible Gaussian Splatting Module for Fisheye Cameras

Recently, 3D Gaussian Splatting (3DGS) has garnered attention for its high fidelity and real-time rendering. However, adapting 3DGS to different camera models, particularly fisheye lenses, poses challenges due to the unique 3D to 2D projection calculation. Additionally, there are inefficiencies in the tile-based splatting, especially for the extreme curvature and wide field of view of fisheye lenses, which are crucial for its broader real-life applications. To tackle these challenges, we introduce Fisheye-GS.This innovative method recalculates the projection transformation and its gradients for fisheye cameras. Our approach can be seamlessly integrated as a module into other efficient 3D rendering methods, emphasizing its extensibility, lightweight nature, and modular design. Since we only modified the projection component, it can also be easily adapted for use with different camera models. Compared to methods that train after undistortion, our approach demonstrates a clear improvement in visual quality.

cs.CV

FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering

This work introduces FlashGS, an open-source CUDA Python library, designed to facilitate the efficient differentiable rasterization of 3D Gaussian Splatting through algorithmic and kernel-level optimizations. FlashGS is developed based on the observations from a comprehensive analysis of the rendering process to enhance computational efficiency and bring the technique to wide adoption. The paper includes a suite of optimization strategies, encompassing redundancy elimination, efficient pipelining, refined control and scheduling mechanisms, and memory access optimizations, all of which are meticulously integrated to amplify the performance of the rasterization process. An extensive evaluation of FlashGS' performance has been conducted across a diverse spectrum of synthetic and real-world large-scale scenes, encompassing a variety of image resolutions. The empirical findings demonstrate that FlashGS consistently achieves an average 4x acceleration over mobile consumer GPUs, coupled with reduced memory consumption. These results underscore the superior performance and resource optimization capabilities of FlashGS, positioning it as a formidable tool in the domain of 3D rendering.

cs.CV

Dynamic Pricing of Electric Vehicle Charging Station Alliances Under Information Asymmetry

Due to the centralization of charging stations (CSs), CSs are organized as charging station alliances (CSAs) in the commercial competition. Under this situation, this paper studies the profit-oriented dynamic pricing strategy of CSAs. As the practicability basis, a privacy-protected bidirectional real-time information interaction framework is designed, under which the status of EVs is utilized as the reference for pricing, and the prices of CSs are the reference for charging decisions. Based on this framework, the decision-making models of EVs and CSs are established, in which the uncertainty caused by the information asymmetry between EVs and CSs and the bounded rationality of EV users are integrated. To solve the pricing decision model, the evolutionary game theory is adopted to describe the dynamic pricing game among CSAs, the equilibrium of which gives the optimal pricing strategy. Finally, the case study results in a real urban area in Shanghai, China verifies the practicability of the framework and the effectiveness of the dynamic pricing strategy.

eess.SY

ZeroPP: Unleashing Exceptional Parallelism Efficiency through Tensor-Parallelism-Free Methodology

Large-scale models rely heavily on 3D parallelism for distributed training, which utilizes tensor parallelism (TP) as the intra-operator parallelism to partition model states across GPUs. However, TP introduces significant communication overheads and complexity in modifying single-GPU code. In this paper, we propose a TP-free distributed framework ZeroPP, which leverages the hybrid of scalable inter-operator pipeline parallelism and intra-operator fully sharded data parallelism to train models at scale, reducing memory consumption and enabling high training efficiency. Through extensive experimentation, we demonstrate that ZeroPP achieves significant performance gains of up to 33% compared to conventional 3D parallelism while maintaining comparable GPU memory consumption.

cs.DC