Abstract:Large language models (LLMs) have demonstrated remarkable capabilities in code generation, yet their potential for generating kernels specifically for mobile de- vices remains largely unexplored. In this work, we extend the scope of automated kernel generation to the mobile domain to investigate the central question: Can LLMs write efficient kernels for mobile devices? To enable systematic investigation, we introduce MobileKernelBench, a comprehensive evaluation framework comprising a benchmark prioritizing operator diversity and cross-framework interoperability, coupled with an automated pipeline that bridges the host-device gap for on-device verification. Leveraging this framework, we conduct extensive evaluation on the CPU backend of Mobile Neural Network (MNN), revealing that current LLMs struggle with the engineering complexity and data scarcity inher-ent to mobile frameworks; standard models and even fine-tuned variants exhibit high compilation failure rates (over 54%) and negligible performance gains due to hallucinations and a lack of domain-specific grounding. To overcome these limitations, we propose the Mobile K ernel A gent (MoKA), a multi-agent system equipped with repository-aware reasoning and a plan-and-execute paradigm.Validated on MobileKernelBench, MoKA achieves state-of-the-art performance, boosting compilation success to 93.7% and enabling 27.4% of generated kernelsto deliver measurable speedups over native libraries.
Abstract:We introduce GS-Light, an efficient, textual position-aware pipeline for text-guided relighting of 3D scenes represented via Gaussian Splatting (3DGS). GS-Light implements a training-free extension of a single-input diffusion model to handle multi-view inputs. Given a user prompt that may specify lighting direction, color, intensity, or reference objects, we employ a large vision-language model (LVLM) to parse the prompt into lighting priors. Using off-the-shelf estimators for geometry and semantics (depth, surface normals, and semantic segmentation), we fuse these lighting priors with view-geometry constraints to compute illumination maps and generate initial latent codes for each view. These meticulously derived init latents guide the diffusion model to generate relighting outputs that more accurately reflect user expectations, especially in terms of lighting direction. By feeding multi-view rendered images, along with the init latents, into our multi-view relighting model, we produce high-fidelity, artistically relit images. Finally, we fine-tune the 3DGS scene with the relit appearance to obtain a fully relit 3D scene. We evaluate GS-Light on both indoor and outdoor scenes, comparing it to state-of-the-art baselines including per-view relighting, video relighting, and scene editing methods. Using quantitative metrics (multi-view consistency, imaging quality, aesthetic score, semantic similarity, etc.) and qualitative assessment (user studies), GS-Light demonstrates consistent improvements over baselines. Code and assets will be made available upon publication.