7.7LGJun 21, 2023
Edge Devices Inference Performance ComparisonR. Tobiasz, G. Wilczyński, P. Graszka et al.
In this work, we investigate the inference time of the MobileNet family, EfficientNet V1 and V2 family, VGG models, Resnet family, and InceptionV3 on four edge platforms. Specifically NVIDIA Jetson Nano, Intel Neural Stick, Google Coral USB Dongle, and Google Coral PCIe. Our main contribution is a thorough analysis of the aforementioned models in multiple settings, especially as a function of input size, the presence of the classification head, its size, and the scale of the model. Since throughout the industry, those architectures are mainly utilized as feature extractors we put our main focus on analyzing them as such. We show that Google platforms offer the fastest average inference time, especially for newer models like MobileNet or EfficientNet family, while Intel Neural Stick is the most universal accelerator allowing to run most architectures. These results should provide guidance for engineers in the early stages of AI edge systems development. All of them are accessible at https://bulletprove.com/research/edge_inference_results.csv
MeshSplats: Mesh-Based Rendering with Gaussian Splatting InitializationRafał Tobiasz, Grzegorz Wilczyński, Marcin Mazur et al.
Gaussian Splatting (GS) is a recent and pivotal technique in 3D computer graphics. GS-based algorithms almost always bypass classical methods such as ray tracing, which offers numerous inherent advantages for rendering. For example, ray tracing is able to handle incoherent rays for advanced lighting effects, including shadows and reflections. To address this limitation, we introduce MeshSplats, a method which converts GS to a mesh-like format. Following the completion of training, MeshSplats transforms Gaussian elements into mesh faces, enabling rendering using ray tracing methods with all their associated benefits. Our model can be utilized immediately following transformation, yielding a mesh of slightly reduced quality without additional training. Furthermore, we can enhance the reconstruction quality through the application of a dedicated optimization algorithm that operates on mesh faces rather than Gaussian components. The efficacy of our method is substantiated by experimental results, underscoring its extensive applications in computer graphics and image processing.
HuSc3D: Human Sculpture dataset for 3D object reconstructionWeronika Smolak-Dyżewska, Dawid Malarz, Grzegorz Wilczyński et al.
3D scene reconstruction from 2D images is one of the most important tasks in computer graphics. Unfortunately, existing datasets and benchmarks concentrate on idealized synthetic or meticulously captured realistic data. Such benchmarks fail to convey the inherent complexities encountered in newly acquired real-world scenes. In such scenes especially those acquired outside, the background is often dynamic, and by popular usage of cell phone cameras, there might be discrepancies in, e.g., white balance. To address this gap, we present HuSc3D, a novel dataset specifically designed for rigorous benchmarking of 3D reconstruction models under realistic acquisition challenges. Our dataset uniquely features six highly detailed, fully white sculptures characterized by intricate perforations and minimal textural and color variation. Furthermore, the number of images per scene varies significantly, introducing the additional challenge of limited training data for some instances alongside scenes with a standard number of views. By evaluating popular 3D reconstruction methods on this diverse dataset, we demonstrate the distinctiveness of HuSc3D in effectively differentiating model performance, particularly highlighting the sensitivity of methods to fine geometric details, color ambiguity, and varying data availability--limitations often masked by more conventional datasets.