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Roy Amoyal

Publications and source records attributed to Roy Amoyal.

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Fast and Memory-Efficient Wavelet Convolutions via I/O-Aware Reformulation

Wavelet convolution (WTConv) has emerged as an increasingly popular drop-in replacement for standard convolutions, expanding a network's receptive field exponentially with the number of decomposition levels while keeping the parameter count linear. However, its reference implementation is severely memory-bound due to excessive data movement through high-bandwidth memory (HBM). We develop an I/O model of WTConv to characterize this bottleneck and use it to guide three algebraic reformulations: (1) recomputing the inexpensive Haar analysis butterfly on chip, (2) collapsing the multi-level synthesis cascade into a single closed-form pass indexed by output-coordinate bits, and (3) folding learned per-channel scales into the convolution weights. Together, these reformulations enable an I/O-aware fused implementation that substantially reduces HBM traffic. We evaluate the WTConvNeXt configuration across decomposition levels and a broad range of tensor shapes. Despite performing comparable arithmetic, the reference WTConv is substantially slower than the depthwise convolution it replaces. Our reformulation reduces modeled HBM traffic by approximately $2.55\times$, yielding up to a $4.35\times$ training speedup over the reference while roughly halving peak memory usage. Thus, our reformulation preserves the benefits of WTConv while substantially reducing its execution time and memory footprint, removing the systems overhead that previously limited its practical efficiency.

cs.CV

MACRO: Training-free Multi-plane Attention for Closeup Render Optimization

Close-up rendering, zooming into a scene well beyond any training camera, is important for virtual production and interactive 3D content, yet remains an open challenge. 3D Gaussian splatting (3DGS) enables high-fidelity, real-time novel view synthesis, but its rendering quality degrades at close range. Recent diffusion-based methods that enhance the rendering by conditioning on reference images from the training set produce significant artifacts in this setting. We analyze this failure and identify its root cause: the scale gap between the close-up and reference views. We show that the features in reference-conditioned enhancement models are not scale-invariant, causing cross-view attention to retrieve incorrect correspondences when the same content appears at different scales, and that this mismatch cannot be corrected in latent space because the VAE encoder is not scale-equivariant. Building on this analysis we introduce MACRO, Multi-plane Attention for Closeup Render Optimization, a training-free method for high-quality close-up novel view synthesis from 3DGS. MACRO resolves the scale gap by leveraging the scene's known 3D structure: it decomposes the close-up into depth planes, crops and resizes references in image space to match the scale of each plane before encoding, and applies a depth-aware attention mask so each token attends only to scale-matched references. The method requires no architectural changes or additional training. We further contribute two new close-up novel view synthesis benchmarks, the first standardized evaluation protocol for this setting, and demonstrate state-of-the-art results on both, outperforming existing 3DGS and diffusion-based methods on both reconstruction and perceptual metrics. Project page: https://nitzanhod.github.io/MACRO

cs.CV

Cross-Instance Gaussian Splatting Registration via Geometry-Aware Feature-Guided Alignment

We present Gaussian Splatting Alignment (GSA), a novel method for aligning two independent 3D Gaussian Splatting (3DGS) models via a similarity transformation (rotation, translation, and scale), even when they are of different objects in the same category (e.g., different cars). In contrast, existing methods can only align 3DGS models of the same object (e.g., the same car) and often must be given true scale as input, while we estimate it successfully. GSA leverages viewpoint-guided spherical map features to obtain robust correspondences and introduces a two-step optimization framework that aligns 3DGS models while keeping them fixed. First, we apply an iterative feature-guided absolute orientation solver as our coarse registration, which is robust to poor initialization (e.g., 180 degrees misalignment or a 10x scale gap). Next, we use a fine registration step that enforces multi-view feature consistency, inspired by inverse radiance-field formulations. The first step already achieves state-of-the-art performance, and the second further improves results. In the same-object case, GSA outperforms prior works, often by a large margin, even when the other methods are given the true scale. In the harder case of different objects in the same category, GSA vastly surpasses them, providing the first effective solution for category-level 3DGS registration and unlocking new applications. Project webpage: https://bgu-cs-vil.github.io/GSA-project/

cs.CV

Gaussian Splashing: Direct Volumetric Rendering Underwater

In underwater images, most useful features are occluded by water. The extent of the occlusion depends on imaging geometry and can vary even across a sequence of burst images. As a result, 3D reconstruction methods robust on in-air scenes, like Neural Radiance Field methods (NeRFs) or 3D Gaussian Splatting (3DGS), fail on underwater scenes. While a recent underwater adaptation of NeRFs achieved state-of-the-art results, it is impractically slow: reconstruction takes hours and its rendering rate, in frames per second (FPS), is less than 1. Here, we present a new method that takes only a few minutes for reconstruction and renders novel underwater scenes at 140 FPS. Named Gaussian Splashing, our method unifies the strengths and speed of 3DGS with an image formation model for capturing scattering, introducing innovations in the rendering and depth estimation procedures and in the 3DGS loss function. Despite the complexities of underwater adaptation, our method produces images at unparalleled speeds with superior details. Moreover, it reveals distant scene details with far greater clarity than other methods, dramatically improving reconstructed and rendered images. We demonstrate results on existing datasets and a new dataset we have collected. Additional visual results are available at: https://bgu-cs-vil.github.io/gaussiansplashingUW.github.io/ .

cs.CV

Wavelet Convolutions for Large Receptive Fields

In recent years, there have been attempts to increase the kernel size of Convolutional Neural Nets (CNNs) to mimic the global receptive field of Vision Transformers' (ViTs) self-attention blocks. That approach, however, quickly hit an upper bound and saturated way before achieving a global receptive field. In this work, we demonstrate that by leveraging the Wavelet Transform (WT), it is, in fact, possible to obtain very large receptive fields without suffering from over-parameterization, e.g., for a $k \times k$ receptive field, the number of trainable parameters in the proposed method grows only logarithmically with $k$. The proposed layer, named WTConv, can be used as a drop-in replacement in existing architectures, results in an effective multi-frequency response, and scales gracefully with the size of the receptive field. We demonstrate the effectiveness of the WTConv layer within ConvNeXt and MobileNetV2 architectures for image classification, as well as backbones for downstream tasks, and show it yields additional properties such as robustness to image corruption and an increased response to shapes over textures. Our code is available at https://github.com/BGU-CS-VIL/WTConv.

cs.CV