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Pingqing Zheng

Publications and source records attributed to Pingqing Zheng.

3 recordsLinked to original sources

LACE: Large Language Model Aided Multi-Agent Framework for Agile RISC-V Instruction Extension

Domain-specific Instruction Set Architecture eXtensions (ISAX) are widely adopted in the RISC-V ecosystem to accelerate emerging workloads, but implementing and validating ISAXes across different cores remains slow and fragmented. Existing frameworks still require per-core interface adaptation, and differential testing often breaks once either the microarchitecture or the ISAX changes. We present LACE, an LLM-aided multi-agent workflow that translates natural-language ISAX intents into a compact two-level IR (operation-level and HDL task-level), performs retrieval-guided localized RTL edits over large repositories, and closes the loop with a compiler-agnostic riscv-formal checking flow (assuming RVFI availability or instrumentation). Across four embedded RISC-V cores, LACE raises pass@1 generation accuracy from near-zero to 72.8\% within our evaluation setup, while improving code localization and reducing integration rework. The code of LACE is available at https://github.com/UMN-ZhaoLab/LACE.

cs.AR

HDLxGraph: Bridging Large Language Models and HDL Repositories via HDL Graph Databases

Retrieval Augmented Generation (RAG) is an essential agent for Large Language Model (LLM) aided Description Language (HDL) tasks, addressing the challenges of limited training data and prohibitively long prompts. However, its performance in handling ambiguous queries and real-world, repository-level HDL projects containing thousands or even tens of thousands of code lines remains limited. Our analysis demonstrates two fundamental mismatches, structural and vocabulary, between conventional semantic similarity-based RAGs and HDL codes. To this end, we propose HDLxGraph, the first framework that integrates the inherent graph characteristics of HDLs with RAGs for LLM-assisted tasks. Specifically, HDLxGraph incorporates Abstract Syntax Trees (ASTs) to capture HDLs' hierarchical structures and Data Flow Graphs (DFGs) to address the vocabulary mismatch. In addition, to overcome the lack of comprehensive HDL search benchmarks, we introduce HDLSearch, an LLM generated dataset derived from real-world, repository-level HDL projects. Evaluations show that HDLxGraph improves search, debugging, and completion accuracy by 12.04%/12.22%/5.04% and by 11.59%/8.18%/4.07% over state-of-the-art similarity-based RAG and software-code Graph RAG baselines, respectively. The code of HDLxGraph and HDLSearch benchmark are available at https://github.com/UMN-ZhaoLab/HDLxGraph.

cs.AR

RTGS: Real-Time 3D Gaussian Splatting SLAM via Multi-Level Redundancy Reduction

3D Gaussian Splatting (3DGS) based Simultaneous Localization and Mapping (SLAM) systems can largely benefit from 3DGS's state-of-the-art rendering efficiency and accuracy, but have not yet been adopted in resource-constrained edge devices due to insufficient speed. Addressing this, we identify notable redundancies across the SLAM pipeline for acceleration. While conceptually straightforward, practical approaches are required to minimize the overhead associated with identifying and eliminating these redundancies. In response, we propose RTGS, an algorithm-hardware co-design framework that comprehensively reduces the redundancies for real-time 3DGS-SLAM on edge. To minimize the overhead, RTGS fully leverages the characteristics of the 3DGS-SLAM pipeline. On the algorithm side, we introduce (1) an adaptive Gaussian pruning step to remove the redundant Gaussians by reusing gradients computed during backpropagation; and (2) a dynamic downsampling technique that directly reuses the keyframe identification and alpha computing steps to eliminate redundant pixels. On the hardware side, we propose (1) a subtile-level streaming strategy and a pixel-level pairwise scheduling strategy that mitigates workload imbalance via a Workload Scheduling Unit (WSU) guided by previous iteration information; (2) a Rendering and Backpropagation (R&B) Buffer that accelerates the rendering backpropagation by reusing intermediate data computed during rendering; and (3) a Gradient Merging Unit (GMU) to reduce intensive memory accesses caused by atomic operations while enabling pipelined aggregation. Integrated into an edge GPU, RTGS achieves real-time performance (>= 30 FPS) on four datasets and three algorithms, with up to 82.5x energy efficiency over the baseline and negligible quality loss. Code is available at https://github.com/UMN-ZhaoLab/RTGS.

cs.AR