- InAttention: Linear Context Scaling for Transformers VRAM requirements for transformer models scale quadratically with context length due to the self-attention mechanism. In this paper we modify the decoder-only transformer, replacing self-attention with InAttention, which scales linearly with context length during inference by having tokens attend only to initial states. Benchmarking shows that InAttention significantly reduces VRAM usage during inference, enabling handling of long sequences on consumer GPUs. We corroborate that fine-tuning extends context length efficiently, improving performance on long sequences without high training costs. InAttention offers a scalable solution for long-range dependencies in transformer models, paving the way for further optimization. 1 authors · Oct 9, 2024
- SpeCache: Speculative Key-Value Caching for Efficient Generation of LLMs Transformer-based large language models (LLMs) have already achieved remarkable results on long-text tasks, but the limited GPU memory (VRAM) resources struggle to accommodate the linearly growing demand for key-value (KV) cache as the sequence length increases, which has become a bottleneck for the application of LLMs on long sequences. Existing KV cache compression methods include eviction, merging, or quantization of the KV cache to reduce its size. However, compression results in irreversible information forgetting, potentially affecting the accuracy of subsequent decoding. In this paper, we propose SpeCache, which takes full advantage of the large and easily expandable CPU memory to offload the complete KV cache, and dynamically fetches KV pairs back in each decoding step based on their importance measured by low-bit KV cache copy in VRAM. To avoid inference latency caused by CPU-GPU communication, SpeCache speculatively predicts the KV pairs that the next token might attend to, allowing us to prefetch them before the next decoding step which enables parallelization of prefetching and computation. Experiments on LongBench and Needle-in-a-Haystack benchmarks verify that SpeCache effectively reduces VRAM usage while avoiding information forgetting for long sequences without re-training, even with a 10x high KV cache compression ratio. 5 authors · Mar 20
- DWaste: Greener AI for Waste Sorting using Mobile and Edge Devices The rise of convenience packaging has led to generation of enormous waste, making efficient waste sorting crucial for sustainable waste management. To address this, we developed DWaste, a computer vision-powered platform designed for real-time waste sorting on resource-constrained smartphones and edge devices, including offline functionality. We benchmarked various image classification models (EfficientNetV2S/M, ResNet50/101, MobileNet) and object detection (YOLOv8n, YOLOv11n) using a subset of our own waste data set and annotated it using the custom tool Annotated Lab. We found a clear trade-off between accuracy and resource consumption: the best classifier, EfficientNetV2S, achieved high accuracy (~ 96%) but suffered from high latency (~ 0.22s) and elevated carbon emissions. In contrast, lightweight object detection models delivered strong performance (up to 77% mAP) with ultra-fast inference (~ 0.03s) and significantly smaller model sizes (< 7MB), making them ideal for real-time, low-power use. Model quantization further maximized efficiency, substantially reducing model size and VRAM usage by up to 75%. Our work demonstrates the successful implementation of "Greener AI" models to support real-time, sustainable waste sorting on edge devices. 1 authors · Oct 21
1 GaussianCity: Generative Gaussian Splatting for Unbounded 3D City Generation 3D city generation with NeRF-based methods shows promising generation results but is computationally inefficient. Recently 3D Gaussian Splatting (3D-GS) has emerged as a highly efficient alternative for object-level 3D generation. However, adapting 3D-GS from finite-scale 3D objects and humans to infinite-scale 3D cities is non-trivial. Unbounded 3D city generation entails significant storage overhead (out-of-memory issues), arising from the need to expand points to billions, often demanding hundreds of Gigabytes of VRAM for a city scene spanning 10km^2. In this paper, we propose GaussianCity, a generative Gaussian Splatting framework dedicated to efficiently synthesizing unbounded 3D cities with a single feed-forward pass. Our key insights are two-fold: 1) Compact 3D Scene Representation: We introduce BEV-Point as a highly compact intermediate representation, ensuring that the growth in VRAM usage for unbounded scenes remains constant, thus enabling unbounded city generation. 2) Spatial-aware Gaussian Attribute Decoder: We present spatial-aware BEV-Point decoder to produce 3D Gaussian attributes, which leverages Point Serializer to integrate the structural and contextual characteristics of BEV points. Extensive experiments demonstrate that GaussianCity achieves state-of-the-art results in both drone-view and street-view 3D city generation. Notably, compared to CityDreamer, GaussianCity exhibits superior performance with a speedup of 60 times (10.72 FPS v.s. 0.18 FPS). 4 authors · Jun 10, 2024
7 UnifiedCrawl: Aggregated Common Crawl for Affordable Adaptation of LLMs on Low-Resource Languages Large language models (LLMs) under-perform on low-resource languages due to limited training data. We present a method to efficiently collect text data for low-resource languages from the entire Common Crawl corpus. Our approach, UnifiedCrawl, filters and extracts common crawl using minimal compute resources, yielding mono-lingual datasets much larger than previously available sources. We demonstrate that leveraging this data to fine-tuning multilingual LLMs via efficient adapter methods (QLoRA) significantly boosts performance on the low-resource language, while minimizing VRAM usage. Our experiments show large improvements in language modeling perplexity and an increase in few-shot prompting scores. Our work and released source code provide an affordable approach to improve LLMs for low-resource languages using consumer hardware. Our source code is available here at https://github.com/bethelmelesse/unifiedcrawl. 3 authors · Nov 21, 2024 2