Upload docs/INFERENCE_OPTIMIZATION.md
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docs/INFERENCE_OPTIMIZATION.md
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| 1 |
+
# InteriorFusion Inference Optimization Guide
|
| 2 |
+
|
| 3 |
+
## Target Platforms
|
| 4 |
+
|
| 5 |
+
### RTX 4090 (24GB VRAM) β Consumer Desktop
|
| 6 |
+
```bash
|
| 7 |
+
# Quantized inference with INT8
|
| 8 |
+
python -m interiorfusion.infer \
|
| 9 |
+
--image room.jpg \
|
| 10 |
+
--output ./output/ \
|
| 11 |
+
--model-size L \
|
| 12 |
+
--device cuda \
|
| 13 |
+
--dtype float16 \
|
| 14 |
+
--no-pbr # Disable PBR for faster generation
|
| 15 |
+
|
| 16 |
+
# Expected: ~12s for full scene with GLB+PLY output
|
| 17 |
+
```
|
| 18 |
+
|
| 19 |
+
**Optimizations**:
|
| 20 |
+
- FP16 inference throughout pipeline
|
| 21 |
+
- Skip material generation for preview mode
|
| 22 |
+
- Use `torch.compile()` on DiT forward pass
|
| 23 |
+
- Flash Attention 2 for transformer attention
|
| 24 |
+
- Batch multi-view generation (6 views simultaneously)
|
| 25 |
+
|
| 26 |
+
### A100 (80GB VRAM) β Cloud / Datacenter
|
| 27 |
+
```bash
|
| 28 |
+
# Full quality generation
|
| 29 |
+
python -m interiorfusion.infer \
|
| 30 |
+
--image room.jpg \
|
| 31 |
+
--output ./output/ \
|
| 32 |
+
--model-size XL \
|
| 33 |
+
--device cuda \
|
| 34 |
+
--dtype bfloat16
|
| 35 |
+
|
| 36 |
+
# Expected: ~8s for full scene with all formats
|
| 37 |
+
```
|
| 38 |
+
|
| 39 |
+
**Optimizations**:
|
| 40 |
+
- BF16 precision (better numerical stability than FP16)
|
| 41 |
+
- Batch size 4 for parallel room generation
|
| 42 |
+
- CUDA Graphs for repeated operations
|
| 43 |
+
- Persistent CUDA cache
|
| 44 |
+
|
| 45 |
+
### H100 (80GB VRAM) β Latest Datacenter
|
| 46 |
+
```bash
|
| 47 |
+
# Maximum quality with Transformer Engine
|
| 48 |
+
python -m interiorfusion.infer \
|
| 49 |
+
--image room.jpg \
|
| 50 |
+
--output ./output/ \
|
| 51 |
+
--model-size XL \
|
| 52 |
+
--device cuda \
|
| 53 |
+
--dtype bfloat16
|
| 54 |
+
|
| 55 |
+
# Expected: ~5s full pipeline
|
| 56 |
+
```
|
| 57 |
+
|
| 58 |
+
**Optimizations**:
|
| 59 |
+
- FP8 via Transformer Engine
|
| 60 |
+
- Hardware-accelerated attention
|
| 61 |
+
- NVLink for multi-GPU distribution
|
| 62 |
+
|
| 63 |
+
### Apple Silicon (MLX)
|
| 64 |
+
```bash
|
| 65 |
+
# MLX-optimized inference
|
| 66 |
+
python -m interiorfusion.infer \
|
| 67 |
+
--image room.jpg \
|
| 68 |
+
--output ./output/ \
|
| 69 |
+
--model-size S \
|
| 70 |
+
--device mps \
|
| 71 |
+
--dtype float32
|
| 72 |
+
|
| 73 |
+
# Expected: ~30s on M3 Max (36GB unified memory)
|
| 74 |
+
```
|
| 75 |
+
|
| 76 |
+
**Optimizations**:
|
| 77 |
+
- MLX graph compilation
|
| 78 |
+
- Unified memory avoids CPU-GPU copies
|
| 79 |
+
- Model quantization to 4-bit via GPTQ
|
| 80 |
+
|
| 81 |
+
### Edge / Mobile
|
| 82 |
+
```bash
|
| 83 |
+
# Core pipeline only (depth + layout)
|
| 84 |
+
python -m interiorfusion.infer \
|
| 85 |
+
--image room.jpg \
|
| 86 |
+
--output ./output/ \
|
| 87 |
+
--model-size S \
|
| 88 |
+
--device cpu \
|
| 89 |
+
--no-pbr --no-gaussian \
|
| 90 |
+
--formats glb
|
| 91 |
+
|
| 92 |
+
# Expected: ~5s depth+layout, scene sent to cloud for 3D generation
|
| 93 |
+
```
|
| 94 |
+
|
| 95 |
+
**Optimizations**:
|
| 96 |
+
- Core inference on-device (depth + segmentation)
|
| 97 |
+
- Cloud offloading for 3D generation
|
| 98 |
+
- Streaming mesh chunks
|
| 99 |
+
- Aggressive quantization (INT4)
|
| 100 |
+
|
| 101 |
+
## Quantization Strategies
|
| 102 |
+
|
| 103 |
+
| Method | Model Size | Speedup | Quality Impact | VRAM Reduction |
|
| 104 |
+
|--------|-----------|---------|---------------|---------------|
|
| 105 |
+
| FP32 (baseline) | 100% | 1Γ | β | 100% |
|
| 106 |
+
| FP16 | 50% | 1.8Γ | Minimal | 50% |
|
| 107 |
+
| BF16 | 50% | 1.8Γ | Minimal | 50% |
|
| 108 |
+
| INT8 (SmoothQuant) | 25% | 2.5Γ | Low | 25% |
|
| 109 |
+
| FP8 (TE) | 25% | 3Γ | Low | 25% |
|
| 110 |
+
| GPTQ-4bit | 12.5% | 3.5Γ | Medium | 12.5% |
|
| 111 |
+
| AWQ-4bit | 12.5% | 3.2Γ | Low | 12.5% |
|
| 112 |
+
|
| 113 |
+
## Export Formats
|
| 114 |
+
|
| 115 |
+
| Format | Size | Viewer | Game Engine | AR/VR | Notes |
|
| 116 |
+
|--------|------|--------|------------|-------|-------|
|
| 117 |
+
| **GLB** | ~5-50MB | β
(Web) | β
(UE/Unity) | β
(WebXR) | Recommended default |
|
| 118 |
+
| **FBX** | ~10-100MB | β οΈ (Limited) | β
(UE/Unity/Maya) | β οΈ | For animation/ rigging |
|
| 119 |
+
| **OBJ** | ~5-30MB | β
(Universal) | β
(All) | β οΈ | Legacy, no PBR |
|
| 120 |
+
| **USDZ** | ~5-50MB | β
(iOS AR) | β οΈ (UE via plugin) | β
(ARKit) | Apple's format |
|
| 121 |
+
| **PLY (3DGS)** | ~10-500MB | β
(Gaussian viewers) | β οΈ (UE5 plugin) | β οΈ | For splatting render |
|
| 122 |
+
|
| 123 |
+
## ComfyUI Integration
|
| 124 |
+
|
| 125 |
+
Install the custom nodes:
|
| 126 |
+
```bash
|
| 127 |
+
cd ComfyUI/custom_nodes
|
| 128 |
+
git clone https://github.com/stevee00/ComfyUI-InteriorFusion
|
| 129 |
+
```
|
| 130 |
+
|
| 131 |
+
Available nodes:
|
| 132 |
+
- `InteriorFusion: Generate Scene` β Full pipeline
|
| 133 |
+
- `InteriorFusion: Generate Object` β Single furniture
|
| 134 |
+
- `InteriorFusion: Apply Material` β PBR material
|
| 135 |
+
- `InteriorFusion: Export Mesh` β Format conversion
|
| 136 |
+
|
| 137 |
+
## Blender Integration
|
| 138 |
+
|
| 139 |
+
Install the addon:
|
| 140 |
+
```bash
|
| 141 |
+
# In Blender: Edit > Preferences > Add-ons > Install
|
| 142 |
+
# Select blender_plugin/interiorfusion_blender.py
|
| 143 |
+
```
|
| 144 |
+
|
| 145 |
+
Features:
|
| 146 |
+
- Generate 3D scene from reference image
|
| 147 |
+
- Import with PBR materials
|
| 148 |
+
- Interactive object editing
|
| 149 |
+
- Export to game engines
|
| 150 |
+
|
| 151 |
+
## Unreal Engine Integration
|
| 152 |
+
|
| 153 |
+
1. Export GLB from InteriorFusion
|
| 154 |
+
2. Import via glTF importer (UE5 built-in)
|
| 155 |
+
3. Materials auto-convert to Unreal PBR
|
| 156 |
+
4. Use Gaussian Splatting plugin for real-time preview
|
| 157 |
+
|
| 158 |
+
Plugins needed:
|
| 159 |
+
- `glTFRuntime` for runtime GLB loading
|
| 160 |
+
- `MLSLabsGaussianSplattingRenderer` for 3DGS
|
| 161 |
+
|
| 162 |
+
## Unity Integration
|
| 163 |
+
|
| 164 |
+
1. Export GLB or FBX from InteriorFusion
|
| 165 |
+
2. Import into Unity project
|
| 166 |
+
3. Materials map to Unity Standard/URP/HDRP
|
| 167 |
+
4. Use GaussianSplatting package for 3DGS
|
| 168 |
+
|
| 169 |
+
## Performance Targets
|
| 170 |
+
|
| 171 |
+
| Platform | Target Time | Target VRAM | Output Quality |
|
| 172 |
+
|----------|------------|-------------|---------------|
|
| 173 |
+
| RTX 4090 | < 15s | < 20GB | Production |
|
| 174 |
+
| A100 | < 8s | < 72GB | Maximum |
|
| 175 |
+
| H100 | < 5s | < 72GB | Maximum |
|
| 176 |
+
| M3 Max | < 30s | < 36GB | Production |
|
| 177 |
+
| RTX 3060 | < 60s | < 10GB | Preview |
|
| 178 |
+
| Edge (CPU) | < 10s (depth only) | < 4GB | Core only |
|