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Mark Harris

Publications and source records attributed to Mark Harris.

4 recordsLinked to original sources

Dynamic GPU Voxel Grids and Voxel-sequential Processing in NanoVDB

We introduce two fundamental advances to the NanoVDB data structure: dynamic GPU-native topological updates, and a voxel-sequential access paradigm that dramatically accelerates point-wise and stencil-based operators on sparse grids. NanoVDB's linearized memory layout has delivered strong GPU performance, and the Index-Grid concept introduced in the fVDB framework [Williams et al 2024] provided topology/data separation and optimal compactness of storage in sparse machine learning workloads. However, all these prior iterations of NanoVDB assume a static topology that has precluded use of this data structure in simulation and dynamic geometric processes. We eliminate this limitation by introducing a suite of dynamic topology operators -- morphological dilation, grid merging, pruning, and cross-resolution coarsening and refinement. These operators use bit-parallel algorithms to reconstruct grids containing hundreds of millions of voxels in just a few milliseconds. We also introduce a voxel-sequential access paradigm and data structure for GPU kernels operating on sparse data. We stream active voxels as a flat linear sequence, minimizing or eliminating the need for tree traversal in the process. This achieves compute density and regularity that allow even complex stencil-based operators to approach peak memory bandwidth, with minimal storage overhead. Together, these contributions remove the read-only constraint from NanoVDB, establishing it as a high-performance primary representation for dynamic GPU simulation and geometry manipulation. We evaluate the efficacy of our newly introduced operators in benchmarks sourced from applications such as 3D reconstruction, fluid simulation, and large-scale mesh voxelization.

cs.GR↗

A Scalable PyTorch Abstraction for Multi-GPU Gaussian Splatting

Gaussian splatting methods have become increasingly popular for neural reconstruction of the real world. However, they are often limited in scale and resolution due to compute and memory constraints. We present a multi-GPU Gaussian splatting approach that scales reconstruction to higher resolutions and larger scenes while abstracting away the code complexity typically associated with distributing a model. To accomplish this, we propose a PyTorch backend that distributes the Gaussian parameters and splatting operators across GPUs via CUDA unified memory and NVLink. Because distribution occurs at the operator level, the model code requires no explicit cross-device communication. More broadly, the backend exposes multiple GPUs as an aggregate PyTorch device and supports other PyTorch operators. We demonstrate city-scale reconstructions with street-level detail consisting of over 1 billion Gaussian splats, more than 25 times as many as the current state of the art.

cs.CV↗

Using LLMs to support assessment of student work in higher education: a viva voce simulator

One of the emergent challenges of student work submitted for assessment is the widespread use of large language models (LLMs) to support and even produce written work. This particularly affects subjects where long-form written work is a key part of assessment. We propose a novel approach to addressing this challenge, using LLMs themselves to support the assessment process. We have developed a proof-of-concept viva voce examination simulator, which accepts the student's written submission as input, generates an interactive series of questions from the LLM and answers from the student. The viva voce simulator is an interactive tool which asks questions which a human examiner might plausibly ask, and uses the student's answers to form a judgment about whether the submitted piece of work is likely to be the student's own work. The interaction transcript is provided to the human examiner to support their final judgment. We suggest theoretical and practical points which are critical to real-world deployment of such a tool.

cs.CY↗

Automated Speckle Interferometry of Known Binaries

Astronomers have been measuring the separations and position angles between the two components of binary stars since William Herschel began his observations in 1781. In 1970, Anton Labeyrie pioneered a method, speckle interferometry, that overcomes the usual resolution limits induced by atmospheric turbulence by taking hundreds or thousands of short exposures and reducing them in Fourier space. Our 2022 automation of speckle interferometry allowed us to use a fully robotic 1.0-meter PlaneWave Instruments telescope, located at the El Sauce Observatory in the Atacama Desert of Chile, to obtain observations of many known binaries with established orbits. The long-term objective of these observations is to establish the precision, accuracy, and limitations of this telescope's automated speckle interferometry measurements. This paper provides an early overview of the Known Binaries Project and provide example results on a small-separation (0.27") binary, WDS 12274-2843 B 228.

astro-ph.IM↗