--- license: apache-2.0 library_name: litert pipeline_tag: depth-estimation tags: - litert - tflite - depth-estimation - monocular-depth - on-device - gpu - depth-anything base_model: depth-anything/DA3-SMALL --- # Depth Anything 3 (Small) — LiteRT GPU, monocular depth On-device **LiteRT / TFLite** conversion of [**Depth Anything 3 — Small**](https://huggingface.co/depth-anything/DA3-SMALL) (ByteDance-Seed, Apache-2.0) for **monocular depth**, running fully on the mobile **GPU** via the LiteRT `CompiledModel` API (ML Drift delegate). No CPU fallback ops — the whole graph is GPU-compatible. | | | |---|---| | Task | Monocular depth (single RGB → depth) | | Backbone | DINOv2 ViT-S + RoPE, DPT/DualDPT depth head | | Input | `[1, 3, 896, 504]` NCHW float32, ImageNet-normalized, **native portrait aspect** | | Output | `[1, 1, 896, 504]` depth | | Precision / size | FP16, **55 MB** | | Device | Pixel 8a, LiteRT GPU (`Accelerator.GPU`), **~0.9 s / image** (FP16, CompiledModel.Run) | | Fidelity | **corr 0.99948** vs official PyTorch; on-device **GPU-vs-CPU cos 0.99993** (re-verified, see below) | ## Why a fixed 896×504 (native aspect, not square) DA3 processes images at their **native aspect ratio** (`upper_bound_resize`, longer side → 896, multiple of 14). Forcing a square `896×896` and letterbox-padding drops the match to corr **0.977** (the black padding leaks into the content through global attention). Converting at the native rectangle restores **corr 0.9994** and is also faster (fewer tokens). This checkpoint is built for **portrait ~9:16**. For another aspect, re-convert at that shape (or your camera's fixed aspect) with the script below. ## Preprocessing (must match) ``` resize to 504×896 (W×H) → x/255 → (x - mean) / std mean = [0.485, 0.456, 0.406], std = [0.229, 0.224, 0.225] # ImageNet, RGB, NCHW ``` ## GPU-clean conversion (what was patched) Converted with `litert-torch`. DA3 is not GPU-clean out of the box; the following exact, GPU-clean rewrites were applied (all numerically faithful unless noted): 1. checkpoint `model.` key-prefix strip (load fix) 2. RoPE `max_position = int(positions.max())+1` → constant (torch.export data-dependent) 3. fused-QKV attention → 3 separate Linears + 4D attention (avoids 5D RESHAPE; exact, 1e-6) 4. **LayerScale** `gamma` folded into `attn.proj` / `mlp.fc2` (the LayerScale MUL otherwise mis-lays-out the token dim on the GPU delegate: `fully_connected {1,1,N,C} vs {N,1,1,C}`) 5. `pos_embed` bicubic interpolation **baked** to a constant (the interpolate of a constant emits `GATHER_ND` on desktop and `RESIZE_BILINEAR` with 0 runtime inputs on device) 6. **ConvTranspose2d(k=s,stride=s)** → zero-stuff (nearest-upsample × top-left mask) + `Conv2d` (flipped weight) — exact equivalent (~1e-7), because the Pixel-8a GPU rejects `TRANSPOSE_CONV` and the conv+ depth-to-space alternative needs >4D 7. DPT-head `custom_interpolate` `align_corners=True → False` (GPU bans `align_corners=True` resize) — **the only non-exact rewrite**; source of the residual ~0.05 % vs the official model 8. head UV pos-embed-again disabled (its `make_sincos` broadcast emits `BROADCAST_TO`; ratio-0.1 refinement) 9. camera-token insertion `x[:, :, 0] = cam_token` → `torch.cat` (in-place index-assign → `SELECT_V2`) Net result: `GATHER_ND = 0`, no `>4D` tensors, no `TRANSPOSE_CONV` / `BROADCAST_TO` / banned ops. ## Fidelity note (honest) corr **0.99948** vs the official FP32 PyTorch pipeline. FP16 is **not** a factor (FP32≡FP16, corr 1.0). The residual ~0.05 % is the `align_corners=True→False` change in (7), which the mobile GPU forces — an irreducible hardware constraint, not a conversion error. Structure and edge sharpness are visually identical. ## On-device GPU verification (re-confirmed) Re-verified on a Pixel 8a with the official LiteRT C++ runtime + ML Drift accelerator: the model compiles to **`Replacing 1460 out of 1460 node(s) with delegate (LITERT_CL)`** (full residency, single partition, no XNNPACK CPU fallback), and the **on-device GPU output matches the CPU/XNNPACK reference at cos 0.99993 / Pearson 0.99975** for the same input — i.e. the GPU result is numerically faithful, not merely "resident" (GPU full residency does not by itself guarantee a correct result). ## Usage (Android / LiteRT CompiledModel) ```kotlin val model = CompiledModel.create(context.assets, "da3_small_gpu_fp16.tflite", CompiledModel.Options(Accelerator.GPU), null) // input: [1,3,896,504] NCHW, ImageNet-normalized; output: [1,1,896,504] depth ``` ## Training data & PII Depth Anything 3 was trained by ByteDance-Seed on a large-scale collection of monocular-depth data — a mix of **synthetic depth datasets and real images with pseudo-labelled depth** (the Depth Anything line scales to tens of millions of images). No new training was performed for this conversion — it is a weights-faithful (corr ≈ 1.0) format change of the public `depth-anything/DA3-SMALL` checkpoint. Because the source data includes real-world indoor/outdoor scenes, it may incidentally contain people, faces, vehicles, signage and other PII; no PII was deliberately collected and this conversion adds none. Apply your own content/PII filtering as appropriate. See the original [Depth Anything 3](https://github.com/ByteDance-Seed/depth-anything-3) release and [paper](https://arxiv.org/abs/2511.10647) for full dataset details. ## License Apache-2.0, inherited from the upstream [Depth Anything 3](https://github.com/ByteDance-Seed/depth-anything-3). This is a format conversion; all credit to the original authors (ByteDance-Seed).