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I've compiled some performance tips gleaned from working on my 1 million GPU AI steering agents project. I want to see Twitter compression destroy this video. 🚀 GPGPU: N-Body - O(n^2) - simulations are easily processed in parallel. GPUs are really good at parallel processing = 🫶. 🌐 Spatial...

13,252 görüntüleme • 2 yıl önce •via X (Twitter)

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There's been a few cool updates recently. In particular, Rerun 0.33 released headless rendering. This, along with the Fable 5 release pushed me to work torwards making MAMMA realtime! I threw Fable at the problem, and it was able to take original implementation that was ~12 seconds / frame and get it all the way down to 40ms /frame, or nearly a 300x speedup 🏎️ How did I achieve this? TLDR: - Use rerun's headless rendering as supervision when optimizing - Save rrd file as test fixture to guide model optiziation with /goal - create an html artifact with headless rendering to provide detailed breakdown of what it did and how it actually looks like in the viewer There were a few critical bits to make sure that this ACTUALLY worked and that Fable didn't just cheat or delete something and declare victory. The first is that the original version used Rerun, this allowed us to save things to disk as an RRD file, meaning we could query the contents and use this as a sort of test fixture or golden artifact that held EXACTLY what all of the values should be. Then we can use this with /goal as a metric when doing the optimization to ensure there are no regressions. The second bit is the headless rendering, this gave us the ability to check that not only did the test fixture pass, but it also looked visually correct. This made a huge difference, and an awesome side affect of it is that we can use the headless rendering to create an implementations.html file. This gives a visual guide as to what the agent did (I walk through it in the video below) Along with this, we're working on an MCP server for rerun that allows full interactivity with the rerun viewer for your agent. So for example the agent can click, drag, move views, scroll timelines, ect. I used this to help the agent debug certain parts such as when the 2d sam masks didn't line up, or if the triangulated keypoints werent correctly matching with the optimized mesh. The agents could go, click into the view, scroll through the timeline and see where things went wrong. Fable + Headless Rendering + Rerun MCP == 300x speedup in less then a days work With these new tools, I'm planning on going back to my gaussian splatting implemntation and cleaning it up + making it fast!

Pablo Vela

10,338 görüntüleme • 12 gün önce