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Fang Dong

Fang Dong contributes to research discovery and scholarly infrastructure.

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Published work

3 published item(s)

preprint2026arXiv

CAGS: Color-Adaptive Volumetric Video Streaming with Dynamic 3D Gaussian Splatting

Volumetric video (VV) streaming enables real-time, immersive access to remote 3D environments, powering telepresence, ecological monitoring, and robotic teleoperation. These applications turn VV streaming into a real-time interface to remote physical environments, imposing new system-level demands for photorealistic scene representation, low-latency interaction, and robust performance under heterogeneous networks. 3D Gaussian Splatting (3DGS) has been widely used for real-time photorealistic rendering, offering superior visual quality and rendering performance, but it faces challenges due to bandwidth consumption. Furthermore, as the foundation of adaptive VV streaming, existing Levels of Detail (LoD) methods based on density are not well-suited to Gaussian representations, leading to visible gaps and severe quality degradation. Recent studies have also explored attribute compression techniques to reduce bandwidth consumption. Our preliminary studies reveal that aggressive attribute compression primarily causes color distortion, which can be effectively corrected in the rendered image using a reference image. Motivated by these findings, we propose a novel Color-Adaptive scheme for adaptive VV streaming that uses vector quantization (VQ) to establish LoDs and correct color distortions with low-resolution reference images. We further present CAGS, an adaptive VV streaming system compatible with diverse Gaussian representations, which integrates the Color-Adaptive scheme by rendering reference images on the streaming server and performing color restoration on the client. Extensive experiments on our prototype system demonstrate that CAGS outperforms the existing adaptive streaming systems in PSNR by 5$\sim$20 dB under fluctuating bandwidth, operates significantly faster than existing scalable Gaussian compression methods, and generalizes across different Gaussian representations.

preprint2026arXiv

MixServe: An Automatic Distributed Serving System for MoE Models with Hybrid Parallelism Based on Fused Communication Algorithm

The Mixture of Experts (MoE) models are emerging as the latest paradigm for Large Language Models (LLMs). However, due to memory constraints, MoE models with billions or even trillions of parameters can only be deployed in multi-GPU or even multi-node & multi-GPU based serving systems. Thus, communication has became a major bottleneck in distributed serving systems, especially inter-node communication. Contemporary distributed MoE models are primarily implemented using all-reduce (AR) based tensor parallelism (TP) and all-to-all (A2A) based expert parallelism (EP). However, TP generally exhibits low inter-node efficiency and is thus confined to high-speed intra-node bandwidth. In contrast, EP tends to suffer from load imbalance, especially when the parallel degree is high. In this work, we introduce MixServe, a novel automatic distributed serving system for efficient deployment of MoE models by a novel TP-EP hybrid parallelism based on fused AR-A2A communication algorithm. MixServe begins by evaluating the communication overhead associated with various parallel strategies, taking into account the model hyperparameters and the configurations of network and hardware resources, and then automatically selects the most efficient parallel strategy. Then, we propose the TP-EP hybrid parallelism based on fused AR-A2A communication algorithm that overlaps intra-node AR communication and inter-node A2A communication. Extensive experiments on DeepSeek-R1 and Qwen3 models demonstrate that MixServe achieves superior inference performance, with 1.08~3.80x acceleration in time to first token (TTFT), 1.03~1.66x acceleration in inter-token latency (ITL), and 5.2%~50.3% throughput improvement compared to existing approaches.

preprint2020arXiv

Contextual-Bandit Based Personalized Recommendation with Time-Varying User Interests

A contextual bandit problem is studied in a highly non-stationary environment, which is ubiquitous in various recommender systems due to the time-varying interests of users. Two models with disjoint and hybrid payoffs are considered to characterize the phenomenon that users' preferences towards different items vary differently over time. In the disjoint payoff model, the reward of playing an arm is determined by an arm-specific preference vector, which is piecewise-stationary with asynchronous and distinct changes across different arms. An efficient learning algorithm that is adaptive to abrupt reward changes is proposed and theoretical regret analysis is provided to show that a sublinear scaling of regret in the time length $T$ is achieved. The algorithm is further extended to a more general setting with hybrid payoffs where the reward of playing an arm is determined by both an arm-specific preference vector and a joint coefficient vector shared by all arms. Empirical experiments are conducted on real-world datasets to verify the advantages of the proposed learning algorithms against baseline ones in both settings.