25,805 research outputs found

    Gunrock: A High-Performance Graph Processing Library on the GPU

    Full text link
    For large-scale graph analytics on the GPU, the irregularity of data access and control flow, and the complexity of programming GPUs have been two significant challenges for developing a programmable high-performance graph library. "Gunrock", our graph-processing system designed specifically for the GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on operations on a vertex or edge frontier. Gunrock achieves a balance between performance and expressiveness by coupling high performance GPU computing primitives and optimization strategies with a high-level programming model that allows programmers to quickly develop new graph primitives with small code size and minimal GPU programming knowledge. We evaluate Gunrock on five key graph primitives and show that Gunrock has on average at least an order of magnitude speedup over Boost and PowerGraph, comparable performance to the fastest GPU hardwired primitives, and better performance than any other GPU high-level graph library.Comment: 14 pages, accepted by PPoPP'16 (removed the text repetition in the previous version v5

    Gunrock: GPU Graph Analytics

    Full text link
    For large-scale graph analytics on the GPU, the irregularity of data access and control flow, and the complexity of programming GPUs, have presented two significant challenges to developing a programmable high-performance graph library. "Gunrock", our graph-processing system designed specifically for the GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on operations on a vertex or edge frontier. Gunrock achieves a balance between performance and expressiveness by coupling high performance GPU computing primitives and optimization strategies with a high-level programming model that allows programmers to quickly develop new graph primitives with small code size and minimal GPU programming knowledge. We characterize the performance of various optimization strategies and evaluate Gunrock's overall performance on different GPU architectures on a wide range of graph primitives that span from traversal-based algorithms and ranking algorithms, to triangle counting and bipartite-graph-based algorithms. The results show that on a single GPU, Gunrock has on average at least an order of magnitude speedup over Boost and PowerGraph, comparable performance to the fastest GPU hardwired primitives and CPU shared-memory graph libraries such as Ligra and Galois, and better performance than any other GPU high-level graph library.Comment: 52 pages, invited paper to ACM Transactions on Parallel Computing (TOPC), an extended version of PPoPP'16 paper "Gunrock: A High-Performance Graph Processing Library on the GPU

    GLB: Lifeline-based Global Load Balancing library in X10

    Full text link
    We present GLB, a programming model and an associated implementation that can handle a wide range of irregular paral- lel programming problems running over large-scale distributed systems. GLB is applicable both to problems that are easily load-balanced via static scheduling and to problems that are hard to statically load balance. GLB hides the intricate syn- chronizations (e.g., inter-node communication, initialization and startup, load balancing, termination and result collection) from the users. GLB internally uses a version of the lifeline graph based work-stealing algorithm proposed by Saraswat et al. Users of GLB are simply required to write several pieces of sequential code that comply with the GLB interface. GLB then schedules and orchestrates the parallel execution of the code correctly and efficiently at scale. We have applied GLB to two representative benchmarks: Betweenness Centrality (BC) and Unbalanced Tree Search (UTS). Among them, BC can be statically load-balanced whereas UTS cannot. In either case, GLB scales well-- achieving nearly linear speedup on different computer architectures (Power, Blue Gene/Q, and K) -- up to 16K cores

    Macroservers: An Execution Model for DRAM Processor-In-Memory Arrays

    Get PDF
    The emergence of semiconductor fabrication technology allowing a tight coupling between high-density DRAM and CMOS logic on the same chip has led to the important new class of Processor-In-Memory (PIM) architectures. Newer developments provide powerful parallel processing capabilities on the chip, exploiting the facility to load wide words in single memory accesses and supporting complex address manipulations in the memory. Furthermore, large arrays of PIMs can be arranged into a massively parallel architecture. In this report, we describe an object-based programming model based on the notion of a macroserver. Macroservers encapsulate a set of variables and methods; threads, spawned by the activation of methods, operate asynchronously on the variables' state space. Data distributions provide a mechanism for mapping large data structures across the memory region of a macroserver, while work distributions allow explicit control of bindings between threads and data. Both data and work distributuions are first-class objects of the model, supporting the dynamic management of data and threads in memory. This offers the flexibility required for fully exploiting the processing power and memory bandwidth of a PIM array, in particular for irregular and adaptive applications. Thread synchronization is based on atomic methods, condition variables, and futures. A special type of lightweight macroserver allows the formulation of flexible scheduling strategies for the access to resources, using a monitor-like mechanism

    GraphBLAST: A High-Performance Linear Algebra-based Graph Framework on the GPU

    Full text link
    High-performance implementations of graph algorithms are challenging to implement on new parallel hardware such as GPUs because of three challenges: (1) the difficulty of coming up with graph building blocks, (2) load imbalance on parallel hardware, and (3) graph problems having low arithmetic intensity. To address some of these challenges, GraphBLAS is an innovative, on-going effort by the graph analytics community to propose building blocks based on sparse linear algebra, which will allow graph algorithms to be expressed in a performant, succinct, composable and portable manner. In this paper, we examine the performance challenges of a linear-algebra-based approach to building graph frameworks and describe new design principles for overcoming these bottlenecks. Among the new design principles is exploiting input sparsity, which allows users to write graph algorithms without specifying push and pull direction. Exploiting output sparsity allows users to tell the backend which values of the output in a single vectorized computation they do not want computed. Load-balancing is an important feature for balancing work amongst parallel workers. We describe the important load-balancing features for handling graphs with different characteristics. The design principles described in this paper have been implemented in "GraphBLAST", the first high-performance linear algebra-based graph framework on NVIDIA GPUs that is open-source. The results show that on a single GPU, GraphBLAST has on average at least an order of magnitude speedup over previous GraphBLAS implementations SuiteSparse and GBTL, comparable performance to the fastest GPU hardwired primitives and shared-memory graph frameworks Ligra and Gunrock, and better performance than any other GPU graph framework, while offering a simpler and more concise programming model.Comment: 50 pages, 14 figures, 14 table
    • …
    corecore