GPU Acceleration
GPU: Graphics Processing Unit
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7 papers in the last four weeks, up 75% on the four weeks before. 0.1% of all new papers.
Latest papers 125
Distributed stochastic gradient descent (SGD) is limited by communication rather than computation, since each iteration requires an AllReduce across processes. Communication-avoiding SGD (CA-SGD) amortizes communication over iterations by replacing consecutive AllReduces with a single AllReduce of an Gram matrix, trading more computation and bandwidth for fewer synchronization points. Modern GPUs with matrix hardware and reduced-precision formats offset this by accelerating the Gram GEMM and shrinking BF16 traffic. We study mixed-precision CA-SGD for generalized linear models on NVIDIA GPUs. Our finite-precision analysis decomposes the local rounding error of one CA-SGD outer iteration into nine independent precision choices, depending on the hardware only through its low-precision unit roundoffs, so the resulting recipes transfer in principle across GPU generations. The recipe stores the input matrix and margin vector in low precision, computes the Gram matrix from low-precision inputs with high-precision accumulation, communicates it in high precision, and performs the inner recurrence and weight updates in high precision. On NERSC Perlmutter A100 GPUs, mixed-precision CA-SGD matches FP32 SGD loss within on logistic, linear, and Poisson problems and reaches -- speedup over FP32 SGD on epsilon, SUSY, HIGGS, synth, and Poisson-synth. Our software is available at https://doi.org/10.5281/zenodo.20448273
Local-GS: Accelerating 3D Gaussian Splatting via Tile-Local Warp Coherence
3D Gaussian Splatting (3DGS) has significantly advanced real-time novel view synthesis by representing scenes as dense collections of anisotropic 3D Gaussian primitives. However, the irregular spatial distribution of Gaussians often leads to poor GPU utilization, as warp divergence and redundant computation degrade rendering performance. To address this, we present Local-GS, a warp-coherent rendering paradigm that, organizes Gaussian primitives with respect to SIMT (Single Instruction, Multiple Threads) execution boundaries rather than scene geometry. Specifically, we propose three warp-coherent stages: a hoisting stage that precomputes shared parameters at tile level, a culling stage that discards warps with no contribution, and a blending stage that replaces per-pixel branching with a uniform instruction stream. Across extensive benchmarks on multiple datasets, Local-GS improves efficiency without compromising quality. As a plug-and-play optimization, it provides additional performance gains to all tested baselines, culminating in a speedup on Deep Blending scenes.
Rigel: Reverse-Engineering the Metal 4.1 Tensor Compute Path on the Apple M4 Max GPU
Apple's Metal 4.1 exposes a tensor compute path: the Metal Performance Primitives (MPP) matmul2d operation over cooperative_tensor fragments, whose interface is documented but whose hardware behavior is deliberately hidden. The specification states which data-type rows are supported, never whether they are hardware-accelerated, where the operation physically executes, what its accumulator width is, or how it partitions matrix fragments across threads. We present Rigel, an empirical characterization of this path on a single Apple M4 Max (a pre-neural-accelerator generation). Using a checksum-gated, provenance-tracked microbenchmark harness, Rigel recovers eleven facts the v4.1 specification hides or contradicts. The headline finding: the Metal 4.1 fp8 (E4M3) matmul2d is emulated, not accelerated: it sustains 0.94x the throughput of fp16 despite reading half the operand bytes, so on M4 it is a memory-footprint feature, not a performance feature. We further show, via a three-signal triangulation (throughput ceiling, comparison against simdgroup_matrix, and per-rail power attribution), that matmul2d executes entirely on the GPU shader cores with no dedicated matrix datapath and no evidence of Apple Neural Engine routing; that it accumulates in >=fp32; and we reconstruct the opaque 8x8 cooperative_tensor fragment layout Apple documents nowhere. Acting on the characterization, a hand-fused GEMM + bias + GELU kernel beats the decomposed path by +6.5-12.9% in the cache-resident regime. All findings are reproducible from committed MIT-licensed code and per-cell CSVs.
A Scalable PyTorch Abstraction for Multi-GPU Gaussian Splatting
Gaussian splatting methods have become increasingly popular for neural reconstruction of the real world. However, they are often limited in scale and resolution due to compute and memory constraints. We present a multi-GPU Gaussian splatting approach that scales reconstruction to higher resolutions and larger scenes while abstracting away the code complexity typically associated with distributing a model. To accomplish this, we propose a PyTorch backend that distributes the Gaussian parameters and splatting operators across GPUs via CUDA unified memory and NVLink. Because distribution occurs at the operator level, the model code requires no explicit cross-device communication. More broadly, the backend exposes multiple GPUs as an aggregate PyTorch device and supports other PyTorch operators. We demonstrate city-scale reconstructions with street-level detail consisting of over 1 billion Gaussian splats, more than 25 times as many as the current state of the art.
Flash-GMM: A Memory-Efficient Kernel for Scalable Soft Clustering
We present \textbf{Flash-GMM}, a fused Triton kernel for efficient computation of Gaussian Mixture Models (GMMs) over large-scale data in a single GPU pass. By eliminating the need to materialize the full responsibility matrix in GPU memory, Flash-GMM achieves a \textbf{20} speedup over existing implementations and enables training on datasets more than \textbf{100} larger than previously feasible on one device. To demonstrate its impact, we integrate Flash-GMM into the IVF coarse quantizer for approximate nearest-neighbor (ANN) search. We show that soft GMM clustering is now a viable drop-in replacement for -means, and that GMM responsibilities can be leveraged to assign border vectors to multiple clusters. Our approach reaches fixed recall targets with up to fewer distance computations, or equivalently, yields -- recall@10 at matched computational cost. We release the kernel as an open-source project.
TorchKM: A GPU-Oriented Library for Kernel Learning and Model Selection
TorchKM is an open-source library for kernel machines, including support vector machines, kernel logistic regression, and kernel quantile regression, with GPU acceleration. The library features a scikit-learn-style API and is designed to exploit GPU-friendly linear algebra, accelerating the full training and model-selection pipeline through intelligent reuse of matrix operations. Benchmarks show competitive predictive performance with substantial speedups over standard baselines. The efficiency and programmable design also make TorchKM a kernel-learning component for AI-driven workflows. Code and documentation are available at https://github.com/YikaiZhang95/torchkm, and the package can be easily installed via PyPI.
Accelerated Fourier SAT (AFSAT): Fully Realising a GPU-based Symmetric Pseudo-Boolean SAT Solver
We present Accelerated Fourier SAT (AFSAT), a GPU-accelerated solver for pseudo-Boolean satisfiability based on continuous local search (CLS). AFSAT realises the proof-of-concept approach, FastFourierSAT, into a fully-engineered solver supporting any heterogeneous mixture of symmetric constraint types and lengths within a single problem instance. Using the JAX compiler, AFSAT leverages pure function composition, automatic vectorisation, automatic differentiation, and just-in-time (JIT) compilation to perform massively parallel CLS across batches of candidate assignments. We demonstrate substantially improved numerical stability, runtime performance, and memory efficiency over the proof-of-concept. We achieve this by way of identifying and addressing various limitations that arise from memory latency and floating-point representation, as well as leveraging automatic parallelisation and compact representations. The inherent representational and stability limitations of floating point are partially addressed by a tailored discrete Fourier transform implementation. We achieve near-linear throughput when scaling to multiple accelerators via JAX array sharding.
RadiusFPS: Efficient Farthest Point Sampling on CPUs and GPUs via Spherical Voxel Pruning
Point clouds are a primary sensory representation for robotic perception, underpinning LiDAR-based autonomous driving, simultaneous localization and mapping (SLAM), and navigation. Within these pipelines, Farthest Point Sampling (FPS) is the most well-known downsampling operator, as its uniform coverage preserves the geometric structure on which downstream perception relies. However, the large time complexity of classical FPS scales poorly with the million-point-per-second rates of modern 3D sensors, making it a dominant latency bottleneck that conflicts with the real-time and limited onboard compute budgets of robotic systems. Therefore, we propose RadiusFPS, an FPS acceleration framework based on spherical voxel pruning that preserves the standard FPS update rule under the same initialization and tie-breaking policy. By indexing the point cloud with spherical voxels, RadiusFPS derives a conservative geometric bound that prunes redundant distance computations in each iteration, complemented by a coordinate-wise point-skip test that removes residual updates. We further introduce RadiusFPS-G, a warp-level GPU implementation that fuses voxel selection, pruning, and distance update into memory-coalesced kernels, eliminating costly global-memory round-trips. On indoor (S3DIS, ScanNet) and outdoor LiDAR (SemanticKITTI) benchmarks, RadiusFPS-G attains up to 2.5x speedup over GPU-based FPS and matches or exceeds QuickFPS among the evaluated methods while using roughly half its GPU memory, with comparable segmentation accuracy. When coupled with the learning-based FastPoint sampler, the resulting pipeline achieves the fastest End-to-End inference among all evaluated configurations. These properties make high-quality FPS-style sampling practical for latency- and memory-constrained robotic vision.
AgentCompile: An LLM-Guided Compiler for Direct CUDA Inference
Transformer inference increasingly depends on specialized compiler and runtime support, but real model graphs still require semantic decisions about which regions are worth specializing and which CUDA implementation families are plausible. We present AgentCompile, an LLM-guided CUDA inference compiler that uses LLM outputs only as advisory search metadata. Given compiler-derived region summaries and bounded candidate spaces, the LLM proposes semantic labels, candidate priorities, parameter hints, and risk annotations; the compiler materializes CUDA candidates through templates, checks interface and hardware constraints, validates candidates empirically, selects implementations by measured latency, and falls back when specialization is unsupported or unprofitable. In end-to-end autoregressive generation, AgentCompile averages 5.66x, 4.05x, and 4.26x speedup over PyTorch eager on Qwen3-1.7B, Qwen3-4B, and Llama-3.2-1B-Instruct, respectively, across five representative workloads. We will open-source the project.
GS-NFS: Bandwidth-adaptive Streaming of Dynamic Gaussian Splats and Point Clouds
Dynamic 3D Gaussian Splatting (3DGS) holds great promise as a 3D video streaming technology since it can represent complex 3D scenes with high fidelity. In this approach, every frame in a 3D video represents the environment as a collection of Gaussians with position and other attributes such as scale, rotation, opacity, and color. Frames capture fine details, permit views from any arbitrary perspective, but are an order of magnitude, or more, larger than 2D video frames. A line of recent work has explored how to compress dynamic 3DGS frames, but these approaches are often slow, in part because their compression techniques are not amenable to efficient acceleration. GS-NFS accelerates dynamic 3DGS compression and decompression on a GPU, to the point where it can encode and decode at full frame rate. It achieves this by developing novel GPU-based parallelizations of existing algorithms for encoding both positions and attributes of Gaussians. As a result, it is 1-2 orders of magnitude faster than the state-of-the-art in encoding and decoding a frame, while offering competitive compression performance and rendering quality.
MelT: A Portable, Single-GEMM Mel Audio Frontend via Non-Uniform DFT with Measured Latency and Energy Gains on GPUs
Modern neural audio models run on accelerators whose peak throughput comes from dense matrix multiplication, increasingly at the edge and in datacenters. The conventional acoustic frontend, however -- a Short-Time Fourier Transform (STFT) followed by sparse Mel aggregation -- remains a multi-stage pipeline centered on the Fast Fourier Transform (FFT), with execution overheads unlike the dense linear algebra dominating the inference stack. This work introduces MelT, a portable single-stage Mel frontend that precomputes Mel-spaced Non-Uniform Discrete Fourier Transform (NDFT) bases and applies them to time-domain frames through General Matrix Multiplication (GEMM). The contribution is a computational design principle: decoupling Mel feature extraction from vendor-specific FFT primitives and lowering it onto the matrix-multiplication substrate accelerators already optimize. It is not a new spectral operator. MelT's direct projection performs more arithmetic than the FFT pipeline. Yet in the compact-resolution regime of neural audio frontends, it achieves a 1.64-times to 3.29-times latency reduction and up to a 3.03-times reduction in measured active energy, from the Apple A18 Pro to the NVIDIA H100. All gains are within-platform comparisons, accompanied by task-level validation. Word error rate stays statistically equivalent to the native frontend's on frozen Whisper models of medium size and larger; speaker-attribute classification on VoxCeleb1 is non-inferior. The cepstral extension MFCCT preserves utility on a clinical respiratory-insufficiency classification task (SPIRA) while improving on the MFCC baseline. These results indicate that, in practical regimes on the accelerators evaluated here, hardware alignment rather than arithmetic count can govern the realized cost of feature extraction.
Threshold-Based Exclusive Batching for LLM Inference
Mixed batching (MB)--interleaving prefill and decode in a single batch--has become the standard scheduling strategy for large language model (LLM) inference due to its efficiency in maximizing compute and memory utilization. However, through controlled experiments, we find that prefill-decode interference inflates MB's per-step marginal cost above that of pure decode. On the high-bandwidth H200 (4.8 TB/s), this occurs only when decode tokens exceed 80% of the batch; however, on the bandwidth-constrained RTX PRO 6000 (1.792 TB/s), this threshold plummets to just 20%. Consequently, the optimal choice between MB and exclusive batching (EB) fundamentally depends on GPU memory bandwidth, model size, and workload composition. We derive a closed-form condition for this EB-MB performance crossover, along with asymptotically optimal phase-switching thresholds and memory-safe batch sizing for EB. Optimized EB achieves up to 41.9% higher throughput on bandwidth-constrained GPUs, while MB retains its advantage on high-bandwidth hardware with larger models. Our hybrid scheduler EB+ applies this condition online to dynamically switch between EB and MB without manual intervention. Under non-stationary traffic with distribution or concurrency shifts, EB+ attains the highest or near-highest throughput in every setting, outperforming MB by up to 36.4%.
HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has become the standard for real-time novel view synthesis on commodity GPUs. Its pipeline ties spatial partitioning and rasterization to one tile size, yet the two pull in opposite directions: partitioning, which bins and depth-sorts gaussians, grows cheaper with larger tiles, while rasterization gets cheaper with smaller ones. Prior acceleration work reduces the cost of individual stages but keeps both locked to that single scale, where a few dense tiles dominate frame time. We present Hierarchically Tiled Gaussian Splatting (HiGS), which gives each its own scale: partitioning runs over coarse macro-tiles, while rasterization runs over the fine render tiles within them. Rasterization work is then issued in proportion to the gaussians in each macro-tile rather than per tile, so dense regions spread across many parallel units instead of serializing through one. Across tested scenes, HiGS renders up to 15.8x faster than the original 3DGS and outperforms every other rasterizer we evaluate, while preserving exact front-to-back alpha compositing.
On Efficient Scaling of GNNs via IO-Aware Layers Implementations
Graph Neural Networks (GNNs) are bottlenecked by sparse, irregular memory access. Popular frameworks such as DGL and PyTorch Geometric support general message passing, but complex layers often materialize edge-wise intermediates, increasing memory traffic and limiting scalability on large graphs. We take an I/O- and arithmetic-intensity--centric view and show that widely used layers fall into three kernel families: SpMM-based convolutions, reduction-based aggregations, and attention-based layers (GATv2/Graph Transformer). For each family, we develop GPU kernels that reduce data movement, improve locality, and remain robust across realistic graphs. We also study graph reordering and find that its impact depends on the kernel mapping: it benefits neighbor-parallel (gather-dominated) kernels more consistently than feature-parallel designs. Empirically, our fused attention kernels reach up to speedup for Graph Transformer (median ), with Tensor Core (block-sparse) variants up to on locally dense graphs; for GATv2 we reach up to speedup (median ) while reducing peak memory by up to (median ). Our degree-aware reduction kernels achieve up to speedup (median ). For SpMM-based layers, properly cached cuSPARSE achieves up to speedup over DGL and outperforms evaluated custom baselines in the majority of evaluations. We release our implementations as drop-in replacements to support reproducible, hardware-aware GNN acceleration.
GP-GOMEA with GPU-Based Fitness Evaluations: Design and Performance Analysis
GP-GOMEA is a state-of-the-art evolutionary algorithm for symbolic regression, known for discovering small and interpretable models. However, its computational cost remains substantial, limiting its applicability to larger datasets and more complex target expressions. In contrast, the rise of modern subsymbolic approaches, particularly deep learning, has been driven largely by the massive parallelism offered by GPUs. In this work, we take the first major step toward a fully GPU-accelerated GP-GOMEA by introducing a GPU-based fitness evaluation scheme. We design a GPU-friendly representation of GP-GOMEA's template-based individuals and a corresponding evaluation strategy that exploits the inherent parallelism of population-based search. This substantially increases evaluation throughput, enabling orders of magnitude more evaluations within the same time budget. Across four standard symbolic regression benchmarks, this increased evaluation capacity yields performance improvements, particularly for larger datasets and larger population sizes. Moreover, the ability to efficiently evaluate much larger datasets and more complex templates enables analyses that were previously infeasible, allowing us to systematically analyze what makes expressions increasingly difficult for GP-GOMEA, providing new insights into how expression structure affects search difficulty. Finally, for the first time, this expanded capability allows a problem-agnostic evolutionary algorithm to reliably regress one of the largest Feynman equations within four hours.
Caspar: CUDA Accelerator for Symbolic Programming with Adaptive Reordering
We present Caspar, a library that makes the power of modern GPUs more accessible in robotics and provides a state-of-the-art nonlinear GPU solver that can be applied to a wide range of different optimization problems. Caspar bridges the gap between expressive symbolic programming in Python and high-performance GPU runtimes in C++ by automatically generating optimized CUDA kernels from symbolic expressions. Building on the SymForce library, users can easily define and combine symbolic expressions, including Lie group operations, to generate custom CUDA kernels. To use Caspar as a solver, users need only define the symbolic residual functions; Caspar then uses symbolic differentiation to generate the necessary GPU kernels and interfaces to perform nonlinear optimization. In this paper, we present the core components of Caspar and showcase its performance by performing bundle adjustment on the Bundle Adjustment in the Large (BAL) dataset. We benchmark Caspar against other state-of-the-art bundle adjusters and show that it is 5 to 20 times faster than the best alternative, requires less memory, and achieves similar accuracy. This illustrates the benefit of our symbolic GPU programming approach. Caspar is released as part of SymForce and is freely available at https://github.com/symforce-org/symforce
Memory-Bound but Not Bandwidth-Limited: The Physical AI Inference Gap in Batch-1 LLM Decode
Physical AI systems, including robots, autonomous vehicles, embodied agents and edge copilots, often run a different inference workload from cloud LLM serving: single-stream, batch-1 autoregressive decode, where one robot, camera feed or user session waits on the next token. This workload is usually described as memory-bandwidth-bound. Each decode step streams model weights and the active KV cache, so latency should scale with peak HBM bandwidth. We show that this account is true but incomplete. We measure batch-1 decode for three 7 to 8B-class GQA transformers across four NVIDIA GPUs: H100 SXM5, A100-80GB SXM4, L40S and L4. We evaluate context lengths from 2048 to 16384, producing 44 valid cells under a controlled bf16 SDPA setup. The achieved fraction of peak HBM bandwidth falls as peak bandwidth rises. On the headline Qwen-2.5-7B ctx=2048 cell, an L4 reaches roughly 81 percent of its analytic memory floor, while an H100 reaches only 27 percent. Physical-AI decode is memory-dominated, but faster memory does not translate into proportional latency gains. We test the missing term with a CUDA Graphs A/B experiment. On H100 at ctx=2048, CUDA Graphs improves decode latency by 1.259x across N=10 fresh sessions, with a 95 percent bootstrap confidence interval of 1.253 to 1.267. On L4, the same intervention gives only 1.028x. This isolates a launch-side overhead that becomes visible on fast GPUs but remains mostly hidden on slower, bandwidth-bound GPUs. The deployment implication is that memory savings matter only when the runtime realises them. On L4, bf16 decode sits close to the memory floor, but common quantised paths do not recover the expected 4x weight-traffic reduction: bnb-nf4 reaches 59.36 ms/step and AutoAWQ+Marlin reaches 45.24 ms/step from a 62.32 ms bf16 baseline. GPTQ+ExLlamaV2, with Ada-tuned int4 kernels, reaches 17.36 ms/step.
HTAM: Hierarchical Transition-Attended Memory for Operator Optimization
High-performance GPU kernels are essential for efficient LLM deployment, yet optimizing them remains expertise-intensive. Recent LLM-based code generation makes automatic GPU operator generation promising, but operator optimization remains a hardware-aware search problem. Existing LLM-based methods face a granularity mismatch: coarse hints are reusable but hard to execute, whereas detailed memories are actionable but enlarge the search space and obscure optimization bottlenecks. The key challenge is therefore to organize optimization experience at an appropriate granularity. To address this issue, this paper proposes HTAM (Hierarchical Transition-Attended Memory), a coarse-to-fine framework for LLM-based operator optimization. HTAM builds a two-level Hierarchical Transition Graph (HTG) to organize coarse global directions, detailed local strategies, and transition experience between optimization steps. During each evolution step, HTAM selects a global direction from the current state and recent optimization history, retrieves the corresponding local strategy memory, and uses it to guide concrete CUDA code generation. Experiments on the full KernelBench suite demonstrate that HTAM consistently improves correctness, fast-solution rate, and speedup over LLM-based baselines, while backend and Robust-KBench studies indicate transferable benefits from structured memory.
CA-AC-MPC: CUDA-Accelerated Actor-Critic Model Predictive Control
In the literature, actor-critic model predictive control (AC-MPC) integrates MPC with reinforcement learning to enable high-performance control of complex dynamical systems. However, its differentiable MPC layer requires repeatedly solving an optimization problem in both the forward and backward passes, leading to substantial training and inference latency. This paper tackles this bottleneck introducing a CUDA-accelerated variant that significantly reduces end-to-end execution time while preserving the control performance of the baseline formulation. Simulation results on an agile drone racing task show that our approach achieves state-of-the-art lap times and near-limit dynamic behaviour with markedly reduced training and inference time.
KLineage: Recovering the Missing When of Kernel Optimization by Deoptimizing Experts
LLM-based agents are increasingly used to generate GPU kernels, but they often struggle to determine when an optimization is sound because its required code state and dependencies are implicit in expert implementations. We introduce KLineage, which learns this missing "when" knowledge from expert kernels: instead of relying on forward rollouts, KLineage walks expert implementations backward through validation-gated simplifications and reverses each accepted step into a reusable optimization skill. Each skill records not only the optimization intent, but also when to apply the optimization technique, including where it applies in code, what conditions made it valid, what effect it has, and what failures its assumptions avoid. A downstream LLM materializes these skills on new code surfaces under the same compile/correctness/profile gate. This guidance on when to apply each optimization can help downstream models to generate higher-performance kernels. On five expert workloads across two NVIDIA architectures, these lineage-derived skills serve as an effective optimization curriculum, exceeding recent memory-based LLM-kernel baselines in both final kernel quality and optimization efficiency under the same fixed budget. We also demonstrate that the KLineage framework extends beyond NVIDIA GPUs to Ascend NPUs. Our code is publicly available at https://github.com/ict-agent/klineage.
FastKernels: Benchmarking GPU Kernel Generation in Production
LLM-based agents for GPU kernel generation are advancing rapidly, yet their progress is fundamentally constrained by the benchmarks they optimize against. Existing benchmarks are poorly aligned with production inference frameworks: they evaluate kernels on a single GPU with synthetic inputs, ignore the surrounding compilation stack, and reward replicating known optimizations rather than discovering new ones. The resulting reward signals are misleading: agents learn to generate kernels that score well in sandboxes but introduce interface incompatibilities, compilation-stack conflicts, and silent correctness degradation when integrated into real systems. We introduce FastKernels, a kernel benchmark built around a minimal set of 46 representative architectures spanning 8 categories, whose kernels collectively subsume those of 96.2% (409/425) of HuggingFace Transformers architectures. FastKernels doubles as a minimalistic, production-grade inference framework that runs at parity with hardened systems such as vLLM and SGLang on mainstream LLM serving and substantially exceeds upstream references on under-served architectures; each task's interface mirrors the corresponding module in the state-of-the-art library for its architecture family, enabling direct deployment of optimized kernels into production codebases. Evaluating state-of-the-art kernel agents on FastKernels, we find that even the strongest agent achieves only 0.94 aggregate speedup over production baselines, with weaker agents at and -- confirming that benchmark-production misalignment is a critical bottleneck for the field. We release FastKernels as a stepping stone toward kernel agents whose benchmark gains translate directly into production throughput improvements. Code is available at https://github.com/Snowflake-AI-Research/fastkernels
ModeSwitch-LLM: A Lightweight Phase-Aware Controller for Cross-Mode LLM Inference on a Single GPU
ModeSwitch-LLM is a lightweight request-boundary controller for improving single-GPU large language model inference efficiency by routing each request to an appropriate fixed inference mode. Instead of relying on one static serving configuration, the system selects among FP16, quantized modes, speculative decoding, and hybrid modes such as GPTQ plus prefix caching and INT8 plus continuous batching using cheap workload-level features. We evaluate ModeSwitch-LLM on Meta-Llama-3.1-8B-Instruct served on a single NVIDIA A100 GPU. On deployment-style synthetic workloads, the online controller achieves a 2.10x mean latency speedup over FP16 and a 0.48x mean energy ratio, corresponding to 51.7% lower energy per token. On automatic benchmarks used as a quality gate, accuracy remains close to FP16 with a mean delta of +0.17 percentage points. We also evaluate lightweight learned routers, but find that they do not clearly outperform the rule-based controller because they add routing overhead and more often select modes that violate quality, energy, or memory constraints. These results show that simple request-aware routing can recover substantial efficiency from existing inference modes without retraining the model or changing its architecture.
From Sequential Nodes to GPU Batches: Parallel Branch and Bound for Optimal -Sparse GLMs
GPUs have significantly accelerated first-order methods for large-scale optimization, especially in continuous optimization. However, this success has not transferred cleanly to problems with discrete variables, combinatorial structure, and nonlinear objectives, such as certifying optimal solutions for cardinality-constrained generalized linear models. Major challenges include the sequential processing of heterogeneous nodes in branch and bound (BnB) and frequent data movement between the CPU and GPU. We propose a simple, generic, and modular CPU--GPU framework that processes multiple BnB nodes in batches on GPUs. The framework is built around a small set of GPU-efficient routines and uses padding together with lightweight custom kernels to handle irregular node data structures. Experiments show one to two orders of magnitude speedups and zero optimality gap on challenging instances. The framework can also be extended to collect the entire Rashomon set, enabling downstream statistical analysis such as variable-importance analysis and model selection under secondary user-specific measures (e.g., AUC in classification).
Instant GPU Efficiency Visibility at Fleet Scale
We present Overall FLOP Utilization (OFU), a hardware-level, precision-agnostic GPU efficiency metric for AI workloads on HPC systems, derived from two on-chip performance counters: Tensor Pipe Activity and SM clock frequency. OFU requires no application instrumentation and works across GPU generations and numeric precisions. We characterize five properties of the OFU approximation -- tile quantization, floating-point precision scaling, clock sampling noise, Tensor Core clock domains, and non-tensor undercounting -- through controlled GEMM experiments on H100 and GB200 across FP16, TF32, FP8, and NVFP4. After tile-quantization correction, OFU predicts application-level MFU to within <=2 percentage points. Against 608 production training jobs, OFU achieves r = 0.78 correlation with application-level MFU and surfaces two framework-level FLOPs miscalculations. Deployed across large-scale GPU fleets, OFU has detected a 2.5x efficiency regression and tracked precision-dependent utilization changes in mixed-precision pretraining. Our evaluation and operational experience suggest OFU is a practical, deployment-ready complement to application-level MFU for continuous fleet-wide efficiency monitoring.
Llamas on the Web: Memory-Efficient, Performance-Portable, and Multi-Precision LLM Inference with WebGPU
Running language models in the browser presents a unique opportunity to build efficient, private, and portable AI applications, but requires contending with constrained memory availability and heterogeneous hardware targets. To realize this opportunity, we present Llamas on the Web (LlamaWeb), a WebGPU backend for llamacpp that enables memory-efficient and performance-portable LLM inference across a wide range of model weight formats in the browser. Our design significantly reduces memory overhead through static memory planning and efficient model loading, addresses cross-device variability through a tunable kernel library, and introduces templated GPU kernels that support performant implementations of numerous quantization formats, enabling broad model support and extensibility to new formats. We evaluate LlamaWeb on 16 devices from 8 vendors, collecting data from 10 language models and four model weight formats. We compare LlamaWeb against existing browser-based LLM frameworks and find that LlamaWeb requires 29-33% less memory across several combinations of device, browser, and operating system. We also evaluate LlamaWeb's performance against these frameworks and find that it increases decode throughput by 45-69% across four GPUs from separate vendors. In addition, we compare LlamaWeb's performance against other llamacpp backends, where it is competitive with and even beats vendor-specific backend performance on some devices.
Real-Time Parallel Counterfactual Regret Minimization
Counterfactual Regret Minimization (CFR) is the dominant algorithmic family for solving large imperfect-information games, underpinning breakthroughs such as Libratus and Pluribus in No-Limit Texas Hold'em poker. In real-time game-playing systems, the solver must compute a near-equilibrium strategy within a strict time budget of only a few seconds per decision, and the number of CFR iterations completed in this window directly determines play strength. We present \textbf{Parallel CFR}, the first parallelization framework for real-time depth-limited CFR solving that seamlessly integrates pruning, abstraction, and advanced CFR variants. We decompose each CFR iteration into a pipeline of seven stages and identify two orthogonal dimensions of parallelism: \emph{by information set} and \emph{by tree node}. Leaf node evaluation is offloaded to GPUs via batched neural network inference, creating a heterogeneous CPU--GPU pipeline. Experiments on Heads-Up No-Limit Texas Hold'em demonstrate that Parallel CFR achieves -- speedup over the single-threaded baseline on postflop streets, with per-iteration time of --~ms on a depth-limited game tree with over billion histories. All experiments run on a single desktop-class device (NVIDIA DGX Spark), enabling hundreds of CFR iterations within a typical real-time decision budget without requiring datacenter-scale infrastructure.
CODA: Rewriting Transformer Blocks as GEMM-Epilogue Programs
Transformer training systems are built around dense linear algebra, yet a nontrivial fraction of end-to-end time is spent on surrounding memory-bound operators. Normalization, activations, residual updates, reductions, and related computations repeatedly move large intermediate tensors through global memory while performing little arithmetic, making data movement an increasingly important bottleneck in otherwise highly optimized training stacks. We introduce CODA, a GPU kernel abstraction that expresses these computations as GEMM-plus-epilogue programs. CODA is based on the observation that many Transformer operators exposed as separate framework kernels can be algebraically reparameterized to execute while a GEMM output tile remains on chip, before it is written to memory. The abstraction fixes the GEMM mainloop and exposes a small set of composable epilogue primitives for scaling, reductions, pairwise transformations, and accumulation. This constrained interface preserves the performance structure of expert-written GEMMs while remaining expressive enough to cover nearly all non-attention computation in the forward and backward pass of a standard Transformer block. Across representative Transformer workloads, both human- and LLM-authored CODA kernels achieve high performance, suggesting that GEMM-plus-epilogue programming offers a practical path toward combining framework-level productivity with hardware-level efficiency.
LongLive-2.0: An NVFP4 Parallel Infrastructure for Long Video Generation
We present LongLive-2.0, an NVFP4-based parallel infrastructure throughout the full training and inference workflow of long video generation, addressing speed and memory bottlenecks. For training, we introduce sequence-parallel autoregressive (AR) training, instantiated as Balanced SP, which co-designs the efficient teacher-forcing layout with SP execution by pairing clean-history and noisy-target temporal chunks on each rank, enabling a natural teacher-forcing mask with SP-aware chunked VAE encoding. Combined with NVFP4 precision, it reduces GPU memory cost and accelerates GEMM computation during training, the proportion of which increases as video length grows. Moreover, we show that a high-quality infrastructure and dataset enable a remarkably clean training pipeline. Unlike existing Self-Forcing series methods that rely on ODE initialization and subsequent distribution matching distillation (DMD), LongLive-2.0 directly tunes a diffusion model into a long, multi-shot, interactive auto-regressive (AR) diffusion model. It can be further converted to real-time generation (4 to 2 denoising steps) with standalone LoRA weights. For inference on Blackwell GPUs, we enable W4A4 NVFP4 inference, quantize KV cache into NVFP4 for memory savings, and boost end-to-end throughput with asynchronous streaming VAE decoding. On non-Blackwell GPU architectures, we deploy SP inference to match the speed on Blackwell GPUs, while the quantized KV cache can lower inter-GPU communication of SP. Experiments show up to 2.15x speedup in training, and 1.84x in inference. LongLive-2.0-5B achieves 45.7 FPS inference while attaining strong performance on benchmarks. To our knowledge, LongLive-2.0 is the first NVFP4 training and inference system for long video generation.
Lightweight Gaussian Process Inference in C++ on Metal and CUDA
Gaussian process (GP) inference in Python is dominated by libraries such as GPyTorch and GPflow, which are built on deep-learning frameworks and inherit their dispatch overhead and dependency footprint. We present LightGP, a dependency-free C++17 library for GP regression with Python bindings, supporting Apple Metal and NVIDIA CUDA backends alongside tuned CPU paths via Apple Accelerate and OpenBLAS. LightGP provides four inference paths -- exact Cholesky, matrix-free conjugate gradients, sparse variational free energy, and structured kernel interpolation with FFT -- covering problems from to . On an Apple M4, LightGP CPU is 2.6--8.7 faster than GPyTorch CPU for exact GP and faster for sparse GP at every scale tested. On an NVIDIA RTX~3060, LightGP CUDA is 2.3--6.7 faster than GPyTorch CUDA for exact GP up to , with GPyTorch closing the gap at . A fused matrix-free kernel-vector product on Metal achieves 32 over the explicit path at with memory, and an FFT-accelerated SKI matvec via Accelerate vDSP runs in sub-millisecond time at . LightGP compiles as a single static library with zero external dependencies and is installable via \texttt{pip install lightgp
CoX-MoE: Coalesced Expert Execution for High-Throughput MoE Inference with AMX-Enabled CPU-GPU Co-Execution
The Mixture-of-Experts (MoE) architecture improves computational efficiency via sparse expert activation, but throughput-oriented inference faces substantial GPU memory pressure due to a significant parameter size and intermediate data. Prior works attempt to mitigate this using expert offloading with micro-batching or by offloading computation to the CPU. However, the fragmented workload resulting from micro-batching degrades operational intensity, causing expert execution to become memory-bound. Meanwhile, CPU offloading is constrained by slow PCIe transfers and its limited applicability to attention computation in the decode stage. Consequently, these inefficiencies prevent effective system utilization, severely restricting the end-to-end throughput of MoE inference. To address these challenges, this paper proposes CoX-MoE, an Advanced Matrix Extensions (AMX)-enabled CPU-GPU collaborative system that comprehensively optimizes MoE inference by combining coalesced expert execution with strategic workload orchestration for higher throughput. CoX-MoE introduces (i) a coalescing-aware orchestration policy to jointly optimize resource allocation by adopting ordinary batch, instead of micro-batch, for expert computation and selective attention offloading, and (ii) a static expert-aware stratification scheme that pre-assigns frequently activated experts to the GPU, mitigating PCIe transfer overhead and balancing workload for the CPU and GPU during inference. Compared to state-of-the-art frameworks, CoX-MoE delivers significant gains, achieving up to 7.1x and 2.4x higher throughput than FlexGen and MoE-Lightning, respectively.