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๐Ÿ˜ŽAI/Terminology

[Notable] Inference time vs Rendering time

by SolaKim 2025. 3. 31.

 

 

 

 

 

1. Inference Time (์ถ”๋ก  ์‹œ๊ฐ„)

"๋ชจ๋ธ์ด ์ž…๋ ฅ์„ ๋ฐ›์•„ ๊ฒฐ๊ณผ(์ถœ๋ ฅ)๋ฅผ ์ƒ์„ฑํ•˜๋Š” ๋ฐ ๊ฑธ๋ฆฌ๋Š” ์‹œ๊ฐ„"

  • ์˜ˆ: ์ด๋ฏธ์ง€ ํ•œ ์žฅ์„ ๋„ฃ์—ˆ์„ ๋•Œ, ๋ชจ๋ธ์ด 3D ์•„๋ฐ”ํƒ€๋ฅผ ์ƒ์„ฑํ•˜๋Š” ๋ฐ ๊ฑธ๋ฆฌ๋Š” ์‹œ๊ฐ„.
  • ๋ณดํ†ต ๋”ฅ๋Ÿฌ๋‹ ๋„คํŠธ์›Œํฌ ๋‚ด๋ถ€ ์—ฐ์‚ฐ (forward pass)์— ํ•ด๋‹นํ•ด.
  • ์˜ˆ๋ฅผ ๋“ค์–ด, LHM ๋ชจ๋ธ์ด ๋‹จ์ผ ์ด๋ฏธ์ง€๋กœ๋ถ€ํ„ฐ 3D Gaussian ์•„๋ฐ”ํƒ€๋ฅผ ๋งŒ๋“ค์–ด๋‚ด๋Š” ๋ฐ ๊ฑธ๋ฆฌ๋Š” ์‹œ๊ฐ„์ด inference time

๐Ÿ•’ ์‹œ๊ฐ„ ๋ฒ”์œ„: ์ˆ˜ ์ดˆ ~ ์ˆ˜ ๋ถ„
๐Ÿ“ ํฌํ•จ ๋‚ด์šฉ:

  • ์ด๋ฏธ์ง€ ์ž…๋ ฅ → 3D representation ์˜ˆ์ธก
  • ๋„คํŠธ์›Œํฌ ์—ฐ์‚ฐ ๋ฐ post-processing

 

2. Rendering Time (๋ Œ๋”๋ง ์‹œ๊ฐ„)

"์˜ˆ์ธก๋œ 3D ๋ฐ์ดํ„ฐ๋ฅผ ์‹œ๊ฐ์ ์œผ๋กœ ํ‘œํ˜„(๋ Œ๋”๋ง)ํ•˜๋Š” ๋ฐ ๊ฑธ๋ฆฌ๋Š” ์‹œ๊ฐ„"

  • ์˜ˆ: ์ƒ์„ฑ๋œ 3D Gaussian ์•„๋ฐ”ํƒ€๋ฅผ ํ™”๋ฉด์— ํฌํ† ๋ฆฌ์–ผ๋ฆฌ์Šคํ‹ฑํ•˜๊ฒŒ ๋ณด์—ฌ์ฃผ๊ธฐ ์œ„ํ•œ ์‹œ๊ฐ„.
  • ์ด๊ฑด ์ฃผ๋กœ ๊ทธ๋ž˜ํ”ฝ์Šค ์—”์ง„์˜ ๋ Œ๋”๋ง ํŒŒ์ดํ”„๋ผ์ธ๊ณผ ๊ด€๋ จ ์žˆ์–ด (ex. OpenGL, Vulkan, CUDA ๋“ฑ).
  • Gaussian Splatting ๊ธฐ๋ฐ˜ ๋ชจ๋ธ๋“ค์€ ์‹ค์‹œ๊ฐ„ ๋ Œ๋”๋ง์ด ๋น ๋ฅด๋‹ค๋Š” ๊ฒŒ ์žฅ์ 

๐Ÿ•’ ์‹œ๊ฐ„ ๋ฒ”์œ„: ์‹ค์‹œ๊ฐ„(30~60fps) or ๋ช‡ ๋ฐ€๋ฆฌ์ดˆ ์ˆ˜์ค€
๐Ÿ“ ํฌํ•จ ๋‚ด์šฉ:

  • 3D Gaussian → ์ด๋ฏธ์ง€ ๋ทฐ ์ƒ์„ฑ
  • ์กฐ๋ช…, ์นด๋ฉ”๋ผ ์‹œ์ , ์ƒ‰์ƒ ๊ณ„์‚ฐ ๋“ฑ