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Zain Moustafa

Publications and source records attributed to Zain Moustafa.

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FG-Attn: Leveraging Fine-Grained Sparse Attention in Video Diffusion Models

Using diffusion transformers for media generation may require evaluating attention over extremely long sequences, with attention layers accounting for the majority of generation latency. Exploiting sparsity in attention maps offers a promising opportunity to reduce this cost. In this work, we show that attention maps in diffusion transformers exhibit significant fine-grained sparsity in video generation models. Existing sparse attention methods, however, are too coarse-grained, leaving a large fraction of redundant computation unaddressed, or incur high overheads at finer granularity. We propose FG-Attn, a novel, low-overhead fine-grained sparse attention mechanism that skips score computations at the granularity of a MxN tile, where N>=1 and M>=16, and where each block is the result of query-key dot products between M queries and N keys. FG-Attn addresses the key challenge of hardware underutilization in sparse attention kernels on GPUs, without incurring the overheads of irregular memory access and redundant operations. FG-Attn can fully supersede existing sparse attention methods and extend block sparse attention methods to finer granularities on modern GPUs. At 70% sparsity, FG-Attn is up to 2.45X faster than the state-of-art FlashInfer, and reduces attention kernel time by 14.7% on average. FG-Attn speeds up end-to-end video generation times by up to 1.40X (1.18X on average) over Flash Attention 3.

cs.CV

ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstruction

3D Gaussian Splatting (3DGS) is a state-of-art technique to model real-world scenes with high quality and real-time rendering. Typically, a higher quality representation can be achieved by using a large number of 3D Gaussians. However, using large 3D Gaussian counts significantly increases the GPU device memory for storing model parameters. A large model thus requires powerful GPUs with high memory capacities for training and has slower training/rendering latencies due to the inefficiencies of memory access and data movement. In this work, we introduce ContraGS, a method to enable training directly on compressed 3DGS representations without reducing the Gaussian Counts, and thus with a little loss in model quality. ContraGS leverages codebooks to compactly store a set of Gaussian parameter vectors throughout the training process, thereby significantly reducing memory consumption. While codebooks have been demonstrated to be highly effective at compressing fully trained 3DGS models, directly training using codebook representations is an unsolved challenge. ContraGS solves the problem of learning non-differentiable parameters in codebook-compressed representations by posing parameter estimation as a Bayesian inference problem. To this end, ContraGS provides a framework that effectively uses MCMC sampling to sample over a posterior distribution of these compressed representations. With ContraGS, we demonstrate that ContraGS significantly reduces the peak memory during training (on average 3.49X) and accelerated training and rendering (1.36X and 1.88X on average, respectively), while retraining close to state-of-art quality.

cs.GR