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Ram Rangan

Publications and source records attributed to Ram Rangan.

2 recordsLinked to original sources

Efficient, VRAM-Constrained xLM Inference on Clients

To usher in the next round of client AI innovation, there is an urgent need to enable efficient, lossless inference of high-accuracy large language models (LLMs) and vision language models (VLMs), jointly referred to as xLMs, on client systems. To address this, we present pipelined sharding, a novel, benchmark-profile-guided CPU-GPU hybrid scheduling technique to achieve efficient, VRAM-constrained inference for both dense and mixture-of-experts (MoE) LLMs. Using a combination of model sharding at the sub-layer level, CPU offloading, pipelined copy-compute, and prioritized tensor placement in VRAM, it optimizes both time-to-first-token (TTFT) and tokens per second (TPS) metrics, while flexibly adapting to system and inference conditions. For efficient, high-accuracy VLM inference, we combine pipelined sharding with a llama$.$cpp implementation of three well-understood prior ideas (jointly called VLMOpt), namely, vision tensor CPU offloading, flash attention, and vision and language model VRAM overlap avoidance. These enhancements are targeted at improving client xLM inference in future releases of two important NVIDIA products - the In-Game Inferencing software development kit (IGI SDK) and the Cosmos-Reason1 (CR1) physical AI reasoning VLM. Highlights from our rigorous evaluation spanning multiple models and client systems include: for interactive use, TTFT improves by up to 6.7x and TPS by up to 30x for LLMs, and CR1 inference's VRAM demand is down by 10x, while in batched mode, throughput improves by up to 8.2x, all compared to their respective aggressive baselines. This paper is accepted at the 9th MLSys Conference (Industry Track), 2026. Code and artifact available at: https://github.com/deepshnv/pipeshard-mlsys26-ae

cs.DC

AZP: Automatic Specialization for Zero Values in Gaming Applications

Recent research has shown that dynamic zeros in shader programs of gaming applications can be effectively leveraged with a profile-guided, code-versioning transform. This transform duplicates code, specializes one path assuming certain key program operands, called versioning variables, are zero, and leaves the other path unspecialized. Dynamically, depending on the versioning variable's value, either the specialized fast path or the default slow path will execute. Prior work applied this transform manually and showed promising gains on gaming applications. In this paper, we present AZP, an automatic compiler approach to perform the above code-versioning transform. Our framework automatically determines which versioning variables or combinations of them are profitable, and determines the code region to duplicate and specialize (called the versioning scope). AZP takes operand zero value probabilities as input and it then uses classical techniques such as constant folding and dead-code elimination to determine the most profitable versioning variables and their versioning scopes. This information is then used to affect the final transform in a straightforward manner. We demonstrate that AZP is able to achieve an average speedup of 16.4% for targeted shader programs, amounting to an average frame-rate speedup of 3.5% across a collection of modern gaming applications on an NVIDIA GeForce RTX 2080 GPU GPU.

cs.AR