Depth Anything 3 (Small) β€” LiteRT GPU, monocular depth

On-device LiteRT / TFLite conversion of Depth Anything 3 β€” 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 β€” the whole graph is GPU-compatible.

Task Monocular depth (single RGB β†’ 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), ~1.8 s / image
Fidelity Pearson corr 0.99948 vs the official PyTorch DA3-Small pipeline

Why a fixed 896Γ—504 (native aspect, not square)

DA3 processes images at their native aspect ratio (upper_bound_resize, longer side β†’ 896, multiple of 14). Forcing a square 896Γ—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 504Γ—896 (WΓ—H)  β†’  x/255  β†’  (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 β†’ constant (torch.export data-dependent)
  3. fused-QKV attention β†’ 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) β†’ zero-stuff (nearest-upsample Γ— top-left mask) + Conv2d (flipped weight) β€” 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 β†’ False (GPU bans align_corners=True resize) β€” 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 β†’ torch.cat (in-place index-assign β†’ 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=Trueβ†’False change in (7), which the mobile GPU forces β€” an irreducible hardware constraint, not a conversion error. Structure and edge sharpness are visually identical.

Usage (Android / LiteRT CompiledModel)

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

License

Apache-2.0, inherited from the upstream Depth Anything 3.

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