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Dec 11

Local Linear Attention: An Optimal Interpolation of Linear and Softmax Attention For Test-Time Regression

Transformer architectures have achieved remarkable success in various domains. While efficient alternatives to Softmax Attention have been widely studied, the search for more expressive mechanisms grounded in theoretical insight-even at greater computational cost-has been relatively underexplored. In this work, we bridge this gap by proposing Local Linear Attention (LLA), a novel attention mechanism derived from nonparametric statistics through the lens of test-time regression. First, we show that LLA offers theoretical advantages over Linear and Softmax Attention for associative memory via a bias-variance trade-off analysis. Next, we address its computational challenges and propose two memory-efficient primitives to tackle the Theta(n^2 d) and Theta(n d^2) complexity. We then introduce FlashLLA, a hardware-efficient, blockwise algorithm that enables scalable and parallel computation on modern accelerators. In addition, we implement and profile a customized inference kernel that significantly reduces memory overheads. Finally, we empirically validate the advantages and limitations of LLA on test-time regression, in-context regression, associative recall and state tracking tasks. Experiment results demonstrate that LLA effectively adapts to non-stationarity, outperforming strong baselines in test-time training and in-context learning, and exhibiting promising evidence for its scalability and applicability in large-scale models. Code is available at https://github.com/Yifei-Zuo/Flash-LLA.

  • 6 authors
·
Oct 1

Mixture of Volumetric Primitives for Efficient Neural Rendering

Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a deconvolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.

  • 6 authors
·
Mar 2, 2021

Neuro-inspired Ensemble-to-Ensemble Communication Primitives for Sparse and Efficient ANNs

The structure of biological neural circuits-modular, hierarchical, and sparsely interconnected-reflects an efficient trade-off between wiring cost, functional specialization, and robustness. These principles offer valuable insights for artificial neural network (ANN) design, especially as networks grow in depth and scale. Sparsity, in particular, has been widely explored for reducing memory and computation, improving speed, and enhancing generalization. Motivated by systems neuroscience findings, we explore how patterns of functional connectivity in the mouse visual cortex-specifically, ensemble-to-ensemble communication, can inform ANN design. We introduce G2GNet, a novel architecture that imposes sparse, modular connectivity across feedforward layers. Despite having significantly fewer parameters than fully connected models, G2GNet achieves superior accuracy on standard vision benchmarks. To our knowledge, this is the first architecture to incorporate biologically observed functional connectivity patterns as a structural bias in ANN design. We complement this static bias with a dynamic sparse training (DST) mechanism that prunes and regrows edges during training. We also propose a Hebbian-inspired rewiring rule based on activation correlations, drawing on principles of biological plasticity. G2GNet achieves up to 75% sparsity while improving accuracy by up to 4.3% on benchmarks, including Fashion-MNIST, CIFAR-10, and CIFAR-100, outperforming dense baselines with far fewer computations.

  • 3 authors
·
Aug 19

Gated Associative Memory: A Parallel O(N) Architecture for Efficient Sequence Modeling

The Transformer architecture, underpinned by the self-attention mechanism, has become the de facto standard for sequence modeling tasks. However, its core computational primitive scales quadratically with sequence length (O(N^2)), creating a significant bottleneck for processing long contexts. In this paper, we propose the Gated Associative Memory (GAM) network, a novel, fully parallel architecture for sequence modeling that exhibits linear complexity (O(N)) with respect to sequence length. The GAM block replaces the self-attention layer with two parallel pathways: a causal convolution to efficiently capture local, position-dependent context, and a parallel associative memory retrieval mechanism to model global, content-based patterns. These pathways are dynamically fused using a gating mechanism, allowing the model to flexibly combine local and global information for each token. We implement GAM from scratch and conduct a rigorous comparative analysis against a standard Transformer model and a modern linear-time baseline (Mamba) on the WikiText-2 benchmark, as well as against the Transformer on the TinyStories dataset. Our experiments demonstrate that GAM is consistently faster, outperforming both baselines on training speed, and achieves a superior or competitive final validation perplexity across all datasets, establishing it as a promising and efficient alternative for sequence modeling.

  • 1 authors
·
Aug 30 5

3DGabSplat: 3D Gabor Splatting for Frequency-adaptive Radiance Field Rendering

Recent prominence in 3D Gaussian Splatting (3DGS) has enabled real-time rendering while maintaining high-fidelity novel view synthesis. However, 3DGS resorts to the Gaussian function that is low-pass by nature and is restricted in representing high-frequency details in 3D scenes. Moreover, it causes redundant primitives with degraded training and rendering efficiency and excessive memory overhead. To overcome these limitations, we propose 3D Gabor Splatting (3DGabSplat) that leverages a novel 3D Gabor-based primitive with multiple directional 3D frequency responses for radiance field representation supervised by multi-view images. The proposed 3D Gabor-based primitive forms a filter bank incorporating multiple 3D Gabor kernels at different frequencies to enhance flexibility and efficiency in capturing fine 3D details. Furthermore, to achieve novel view rendering, an efficient CUDA-based rasterizer is developed to project the multiple directional 3D frequency components characterized by 3D Gabor-based primitives onto the 2D image plane, and a frequency-adaptive mechanism is presented for adaptive joint optimization of primitives. 3DGabSplat is scalable to be a plug-and-play kernel for seamless integration into existing 3DGS paradigms to enhance both efficiency and quality of novel view synthesis. Extensive experiments demonstrate that 3DGabSplat outperforms 3DGS and its variants using alternative primitives, and achieves state-of-the-art rendering quality across both real-world and synthetic scenes. Remarkably, we achieve up to 1.35 dB PSNR gain over 3DGS with simultaneously reduced number of primitives and memory consumption.

  • 8 authors
·
Aug 7

Representing Long Volumetric Video with Temporal Gaussian Hierarchy

This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.

  • 7 authors
·
Dec 12, 2024