680 research outputs found

    SkelCL - A Portable Skeleton Library for High-Level GPU Programming

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    While CUDA and OpenCL made general-purpose programming for Graphics Processing Units (GPU) popular, using these programming approaches remains complex and error-prone because they lack high-level abstractions. The especially challenging systems with multiple GPU are not addressed at all by these low-level programming models. We propose SkelCL – a library providing so-called algorithmic skeletons that capture recurring patterns of parallel computation and communication, together with an abstract vector data type and constructs for specifying data distribution. We demonstrate that SkelCL greatly simplifies programming GPU systems. We report the competitive performance results of SkelCL using both a simple Mandelbrot set computation and an industrial-strength medical imaging application. Because the library is implemented using OpenCL, it is portable across GPU hardware of different vendors

    All-Pairs Shortest Path Algorithms Using CUDA

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    Utilising graph theory is a common activity in computer science. Algorithms that perform computations on large graphs are not always cost effective, requiring supercomputers to achieve results in a practical amount of time. Graphics Processing Units provide a cost effective alternative to supercomputers, allowing parallel algorithms to be executed directly on the Graphics Processing Unit. Several algorithms exist to solve the All-Pairs Shortest Path problem on the Graphics Processing Unit, but it can be difficult to determine whether the claims made are true and verify the results listed. This research asks "Which All-Pairs Shortest Path algorithms solve the All-Pairs Shortest Path problem the fastest, and can the authors' claims be verified?" The results we obtain when answering this question show why it is important to be able to collate existing work, and analyse them on a common platform to observe fair results retrieved from a single system. In this way, the research shows us how effective each algorithm is at performing its task, and suggest when a certain algorithm might be used over another

    Generic Techniques in General Purpose GPU Programming with Applications to Ant Colony and Image Processing Algorithms

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    In 2006 NVIDIA introduced a new unified GPU architecture facilitating general-purpose computation on the GPU. The following year NVIDIA introduced CUDA, a parallel programming architecture for developing general purpose applications for direct execution on the new unified GPU. CUDA exposes the GPU's massively parallel architecture of the GPU so that parallel code can be written to execute much faster than its sequential counterpart. Although CUDA abstracts the underlying architecture, fully utilising and scheduling the GPU is non-trivial and has given rise to a new active area of research. Due to the inherent complexities pertaining to GPU development, in this thesis we explore and find efficient parallel mappings of existing and new parallel algorithms on the GPU using NVIDIA CUDA. We place particular emphasis on metaheuristics, image processing and designing reusable techniques and mappings that can be applied to other problems and domains. We begin by focusing on Ant Colony Optimisation (ACO), a nature inspired heuristic approach for solving optimisation problems. We present a versatile improved data-parallel approach for solving the Travelling Salesman Problem using ACO resulting in significant speedups. By extending our initial work, we show how existing mappings of ACO on the GPU are unable to compete against their sequential counterpart when common CPU optimisation strategies are employed and detail three distinct candidate set parallelisation strategies for execution on the GPU. By further extending our data-parallel approach we present the first implementation of an ACO-based edge detection algorithm on the GPU to reduce the execution time and improve the viability of ACO-based edge detection. We finish by presenting a new color edge detection technique using the volume of a pixel in the HSI color space along with a parallel GPU implementation that is able to withstand greater levels of noise than existing algorithms

    Modeling Algorithm Performance on Highly-threaded Many-core Architectures

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    The rapid growth of data processing required in various arenas of computation over the past decades necessitates extensive use of parallel computing engines. Among those, highly-threaded many-core machines, such as GPUs have become increasingly popular for accelerating a diverse range of data-intensive applications. They feature a large number of hardware threads with low-overhead context switches to hide the memory access latencies and therefore provide high computational throughput. However, understanding and harnessing such machines places great challenges on algorithm designers and performance tuners due to the complex interaction of threads and hierarchical memory subsystems of these machines. The achieved performance jointly depends on the parallelism exploited by the algorithm, the effectiveness of latency hiding, and the utilization of multiprocessors (occupancy). Contemporary work tries to model the performance of GPUs from various aspects with different emphasis and granularity. However, no model considers all of these factors together at the same time. This dissertation presents an analytical framework that jointly addresses parallelism, latency-hiding, and occupancy for both theoretical and empirical performance analysis of algorithms on highly-threaded many-core machines so that it can guide both algorithm design and performance tuning. In particular, this framework not only helps to explore and reduce the runtime configuration space for tuning kernel execution on GPUs, but also reflects performance bottlenecks and predicts how the runtime will trend as the problem and other parameters scale. The framework consists of a pair of analytical models with one focusing on higher-level asymptotic algorithm performance on GPUs and the other one emphasizing lower-level details about scheduling and runtime configuration. Based on the two models, we have conducted extensive analysis of a large set of algorithms. Two analysis provides interesting results and explains previously unexplained data. In addition, the two models are further bridged and combined as a consistent framework. The framework is able to provide an end-to-end methodology for algorithm design, evaluation, comparison, implementation, and prediction of real runtime on GPUs fairly accurately. To demonstrate the viability of our methods, the models are validated through data from implementations of a variety of classic algorithms, including hashing, Bloom filters, all-pairs shortest path, matrix multiplication, FFT, merge sort, list ranking, string matching via suffix tree/array, etc. We evaluate the models\u27 performance across a wide spectrum of parameters, data values, and machines. The results indicate that the models can be effectively used for algorithm performance analysis and runtime prediction on highly-threaded many-core machines

    Graphics Processing Unit-Based Computer-Aided Design Algorithms for Electronic Design Automation

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    The electronic design automation (EDA) tools are a specific set of software that play important roles in modern integrated circuit (IC) design. These software automate the design processes of IC with various stages. Among these stages, two important EDA design tools are the focus of this research: floorplanning and global routing. Specifically, the goal of this study is to parallelize these two tools such that their execution time can be significantly shortened on modern multi-core and graphics processing unit (GPU) architectures. The GPU hardware is a massively parallel architecture, enabling thousands of independent threads to execute concurrently. Although a small set of EDA tools can benefit from using GPU to accelerate their speed, most algorithms in this field are designed with the single-core paradigm in mind. The floorplanning and global routing algorithms are among the latter, and difficult to render any speedup on the GPU due to their inherent sequential nature. This work parallelizes the floorplanning and global routing algorithm through a novel approach and results in significant speedups for both tools implemented on the GPU hardware. Specifically, with a complete overhaul of solution space and design space exploration, a GPU-based floorplanning algorithm is able to render 4-166X speedup, while achieving similar or improved solutions compared with the sequential algorithm. The GPU-based global routing algorithm is shown to achieve significant speedup against existing state-of-the-art routers, while delivering competitive solution quality. Importantly, this parallel model for global routing renders a stable solution that is independent from the level of parallelism. In summary, this research has shown that through a design paradigm overhaul, sequential algorithms can also benefit from the massively parallel architecture. The findings of this study have a positive impact on the efficiency and design quality of modern EDA design flow

    Generating and auto-tuning parallel stencil codes

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    In this thesis, we present a software framework, Patus, which generates high performance stencil codes for different types of hardware platforms, including current multicore CPU and graphics processing unit architectures. The ultimate goals of the framework are productivity, portability (of both the code and performance), and achieving a high performance on the target platform. A stencil computation updates every grid point in a structured grid based on the values of its neighboring points. This class of computations occurs frequently in scientific and general purpose computing (e.g., in partial differential equation solvers or in image processing), justifying the focus on this kind of computation. The proposed key ingredients to achieve the goals of productivity, portability, and performance are domain specific languages (DSLs) and the auto-tuning methodology. The Patus stencil specification DSL allows the programmer to express a stencil computation in a concise way independently of hardware architecture-specific details. Thus, it increases the programmer productivity by disburdening her or him of low level programming model issues and of manually applying hardware platform-specific code optimization techniques. The use of domain specific languages also implies code reusability: once implemented, the same stencil specification can be reused on different hardware platforms, i.e., the specification code is portable across hardware architectures. Constructing the language to be geared towards a special purpose makes it amenable to more aggressive optimizations and therefore to potentially higher performance. Auto-tuning provides performance and performance portability by automated adaptation of implementation-specific parameters to the characteristics of the hardware on which the code will run. By automating the process of parameter tuning — which essentially amounts to solving an integer programming problem in which the objective function is the number representing the code's performance as a function of the parameter configuration, — the system can also be used more productively than if the programmer had to fine-tune the code manually. We show performance results for a variety of stencils, for which Patus was used to generate the corresponding implementations. The selection includes stencils taken from two real-world applications: a simulation of the temperature within the human body during hyperthermia cancer treatment and a seismic application. These examples demonstrate the framework's flexibility and ability to produce high performance code

    On the application of graphics processor to wireless receiver design

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    In many wireless systems, a Turbo decoder is often combined with a soft-output multiple-input and multiple-output (MIMO) detector at the receiver to maximize performance in many 4G and beyond wireless standards. Although custom application specific designs are usually used to meet this challenge, programmable graphics processing units (GPU) has become an alternative to the traditional ASIC and FPGA solution for wireless applications. However, careful architecture-aware algorithm design and mapping are required to maximize performance of a communication block on GPU. For MIMO soft detection, we implemented a new MIMO soft detection algorithm, multi-pass trellis traversal (MTT). For Turbo decoding, we used a parallel window algorithm. We showed that our implementations can achieve high throughput while maintaining good performance. This work will allow us to implement a complete iterative MIMO receiver in software on GPU in the future

    DecGPU: distributed error correction on massively parallel graphics processing units using CUDA and MPI

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    <p>Abstract</p> <p>Background</p> <p>Next-generation sequencing technologies have led to the high-throughput production of sequence data (reads) at low cost. However, these reads are significantly shorter and more error-prone than conventional Sanger shotgun reads. This poses a challenge for the <it>de novo </it>assembly in terms of assembly quality and scalability for large-scale short read datasets.</p> <p>Results</p> <p>We present DecGPU, the first parallel and distributed error correction algorithm for high-throughput short reads (HTSRs) using a hybrid combination of CUDA and MPI parallel programming models. DecGPU provides CPU-based and GPU-based versions, where the CPU-based version employs coarse-grained and fine-grained parallelism using the MPI and OpenMP parallel programming models, and the GPU-based version takes advantage of the CUDA and MPI parallel programming models and employs a hybrid CPU+GPU computing model to maximize the performance by overlapping the CPU and GPU computation. The distributed feature of our algorithm makes it feasible and flexible for the error correction of large-scale HTSR datasets. Using simulated and real datasets, our algorithm demonstrates superior performance, in terms of error correction quality and execution speed, to the existing error correction algorithms. Furthermore, when combined with Velvet and ABySS, the resulting DecGPU-Velvet and DecGPU-ABySS assemblers demonstrate the potential of our algorithm to improve <it>de novo </it>assembly quality for <it>de</it>-<it>Bruijn</it>-graph-based assemblers.</p> <p>Conclusions</p> <p>DecGPU is publicly available open-source software, written in CUDA C++ and MPI. The experimental results suggest that DecGPU is an effective and feasible error correction algorithm to tackle the flood of short reads produced by next-generation sequencing technologies.</p
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