Hoang Le

CV
h-index4
5papers
54citations
Novelty51%
AI Score42

5 Papers

13.8IVOct 2, 2023
MobileNVC: Real-time 1080p Neural Video Compression on a Mobile Device

Ties van Rozendaal, Tushar Singhal, Hoang Le et al.

Neural video codecs have recently become competitive with standard codecs such as HEVC in the low-delay setting. However, most neural codecs are large floating-point networks that use pixel-dense warping operations for temporal modeling, making them too computationally expensive for deployment on mobile devices. Recent work has demonstrated that running a neural decoder in real time on mobile is feasible, but shows this only for 720p RGB video. This work presents the first neural video codec that decodes 1080p YUV420 video in real time on a mobile device. Our codec relies on two major contributions. First, we design an efficient codec that uses a block-based motion compensation algorithm available on the warping core of the mobile accelerator, and we show how to quantize this model to integer precision. Second, we implement a fast decoder pipeline that concurrently runs neural network components on the neural signal processor, parallel entropy coding on the mobile GPU, and warping on the warping core. Our codec outperforms the previous on-device codec by a large margin with up to 48% BD-rate savings, while reducing the MAC count on the receiver side by $10 \times$. We perform a careful ablation to demonstrate the effect of the introduced motion compensation scheme, and ablate the effect of model quantization.

7.3IVJan 20, 2023
Optimized learned entropy coding parameters for practical neural-based image and video compression

Amir Said, Reza Pourreza, Hoang Le

Neural-based image and video codecs are significantly more power-efficient when weights and activations are quantized to low-precision integers. While there are general-purpose techniques for reducing quantization effects, large losses can occur when specific entropy coding properties are not considered. This work analyzes how entropy coding is affected by parameter quantizations, and provides a method to minimize losses. It is shown that, by using a certain type of coding parameters to be learned, uniform quantization becomes practically optimal, also simplifying the minimization of code memory requirements. The mathematical properties of the new representation are presented, and its effectiveness is demonstrated by coding experiments, showing that good results can be obtained with precision as low as 4~bits per network output, and practically no loss with 8~bits.

3.6CVDec 15, 2025
Do-Undo: Generating and Reversing Physical Actions in Vision-Language Models

Shweta Mahajan, Shreya Kadambi, Hoang Le et al.

We introduce the Do-Undo task and benchmark to address a critical gap in vision-language models: understanding and generating physically plausible scene transformations driven by real-world actions. Unlike prior work focused on object-level edits, Do-Undo requires models to simulate the outcome of a physical action and then accurately reverse it, reflecting true cause-and-effect in the visual world. We curate a large-scale dataset of reversible actions from real-world videos and design a training strategy enforcing consistency for robust action grounding. Our experiments reveal that current models struggle with physical reversibility, underscoring the importance of this task for embodied AI, robotics, and physics-aware generative modeling. Do-Undo establishes an intuitive testbed for evaluating and advancing physical reasoning in multimodal systems.

18.2CVOct 24, 2024
Sort-free Gaussian Splatting via Weighted Sum Rendering

Qiqi Hou, Randall Rauwendaal, Zifeng Li et al.

Recently, 3D Gaussian Splatting (3DGS) has emerged as a significant advancement in 3D scene reconstruction, attracting considerable attention due to its ability to recover high-fidelity details while maintaining low complexity. Despite the promising results achieved by 3DGS, its rendering performance is constrained by its dependence on costly non-commutative alpha-blending operations. These operations mandate complex view dependent sorting operations that introduce computational overhead, especially on the resource-constrained platforms such as mobile phones. In this paper, we propose Weighted Sum Rendering, which approximates alpha blending with weighted sums, thereby removing the need for sorting. This simplifies implementation, delivers superior performance, and eliminates the "popping" artifacts caused by sorting. Experimental results show that optimizing a generalized Gaussian splatting formulation to the new differentiable rendering yields competitive image quality. The method was implemented and tested in a mobile device GPU, achieving on average $1.23\times$ faster rendering.

3.7CVMay 6, 2024
Neural Graphics Texture Compression Supporting Random Access

Farzad Farhadzadeh, Qiqi Hou, Hoang Le et al.

Advances in rendering have led to tremendous growth in texture assets, including resolution, complexity, and novel textures components, but this growth in data volume has not been matched by advances in its compression. Meanwhile Neural Image Compression (NIC) has advanced significantly and shown promising results, but the proposed methods cannot be directly adapted to neural texture compression. First, texture compression requires on-demand and real-time decoding with random access during parallel rendering (e.g. block texture decompression on GPUs). Additionally, NIC does not support multi-resolution reconstruction (mip-levels), nor does it have the ability to efficiently jointly compress different sets of texture channels. In this work, we introduce a novel approach to texture set compression that integrates traditional GPU texture representation and NIC techniques, designed to enable random access and support many-channel texture sets. To achieve this goal, we propose an asymmetric auto-encoder framework that employs a convolutional encoder to capture detailed information in a bottleneck-latent space, and at decoder side we utilize a fully connected network, whose inputs are sampled latent features plus positional information, for a given texture coordinate and mip level. This latent data is defined to enable simplified access to multi-resolution data by simply changing the scanning strides. Experimental results demonstrate that this approach provides much better results than conventional texture compression, and significant improvement over the latest method using neural networks.