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DUAL-BLADE: Dual-Path NVMe-Direct KV-Cache Offloading for Edge LLM Inference Progressive Semantic Communication for Efficient Edge-Cloud Vision-Language Models Efficient, VRAM-Constrained xLM Inference on Clients Folding Tensor and Sequence Parallelism for Memory-Efficient Transformer Training & Inference DORA: A Scalable Asynchronous Reinforcement Learning System for Language Model Training AMMA: A Multi-Chiplet Memory-Centric Architecture for Low-Latency 1M Context Attention Serving RaMP: Runtime-Aware Megakernel Polymorphism for Mixture-of-Experts Spark Policy Toolkit: Semantic Contracts and Scalable Execution for Policy Learning in Spark Internet of Everything in the 6G Era: Paradigms, Enablers, Potentials and Future Directions PolyKV: A Shared Asymmetrically-Compressed KV Cache Pool for Multi-Agent LLM Inference A Survey on Split Learning for LLM Fine-Tuning: Models, Systems, and Privacy Optimizations ITAS: A Multi-Agent Architecture for LLM-Based Intelligent Tutoring Latency and Cost of Multi-Agent Intelligent Tutoring at Scale TACO: Efficient Communication Compression of Intermediate Tensors for Scalable Tensor-Parallel LLM Training FreeScale: Distributed Training for Sequence Recommendation Models with Minimal Scaling Cost CommFuse: Hiding Tail Latency via Communication Decomposition and Fusion for Distributed LLM Training A Taxonomy and Resolution Strategy for Client-Level Disagreements in Federated Learning Usable Agent Discovery for Decentralized AI Systems Cloud to Edge: Benchmarking LLM Inference On Hardware-Accelerated Single-Board Computers Data-Free Contribution Estimation in Federated Learning using Gradient von Neumann Entropy Shard the Gradient, Scale the Model: Serverless Federated Aggregation via Gradient Partitioning Promoting Simple Agents: Ensemble Methods for Event-Log Prediction GraphLeap: Decoupling Graph Construction and Convolution for Vision GNN Acceleration on FPGA AGNT2: Autonomous Agent Economies on Interaction-Optimized Layer 2 Infrastructure FedSIR: Spectral Client Identification and Relabeling for Federated Learning with Noisy Labels Stream-CQSA: Avoiding Out-of-Memory in Attention Computation via Flexible Workload Scheduling A Delta-Aware Orchestration Framework for Scalable Multi-Agent Edge Computing Federated Learning over Blockchain-Enabled Cloud Infrastructure Optimal Routing for Federated Learning over Dynamic Satellite Networks: Tractable or Not? Sherpa.ai Privacy-Preserving Multi-Party Entity Alignment without Intersection Disclosure for Noisy Identifiers
Single-Event Upsets in 3D Gaussian Splatting Rendering: B...
[Submitted on 19 Jun 2026] · 2026-06-23 · via cs.DC updates on arXiv.org

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Abstract:Three-dimensional Gaussian splatting is a standard real-time scene representation increasingly deployed on hardware exposed to transient faults, such as spaceborne processors and robotic edge devices where silent data corruption occurs. A trained model is a large array of floating-point parameters in GPU memory, where a single-event upset corresponds to a single flipped bit. This paper measures these effects and constructs a defense. A GPU-resident parallel fault-injection engine applies over 3.8 million controlled single-bit upsets across four scenes, six fields, all bit positions, and three numeric formats (fp32, fp16, bf16), using 5.3 GPU-hours. The effect is highly concentrated: most upsets leave the image perceptually unchanged due to high redundancy, but a small set of high-order bits principally the logarithmic scale's sign bit enlarge a single primitive to cover up to 75.7% of the frame. A closed-form perturbation bound derived from the IEEE-754 layout and pipeline activations predicts this per-bit ordering. This concentration motivates a support guard: a per-primitive clamp of each parameter to the coordinate box observed during training, costing 76 us per frame. Over 768,000 guarded upsets, the worst corruption footprint is restricted to 11.68% of the frame. We prove the guard leaves clean models unchanged and prevents frame-covering corruption. Under an accumulated dose of 20,000 simultaneous upsets, the unguarded renderer degrades to 10.6 dB, whereas the guarded renderer remains at 21.8 dB. The corruption footprint also dictates the number of tile/compositing nodes contaminated in distributed renderers, where the per-node guard contains it.

Submission history

From: Baris Basaran [view email]
[v1] Fri, 19 Jun 2026 22:54:25 UTC (1,629 KB)