1,181 research outputs found

    Graph Reachability on Parallel Many-Core Architectures

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    Many modern applications are modeled using graphs of some kind. Given a graph, reachability, that is, discovering whether there is a path between two given nodes, is a fundamental problem as well as one of the most important steps of many other algorithms. The rapid accumulation of very large graphs (up to tens of millions of vertices and edges) from a diversity of disciplines demand efficient and scalable solutions to the reachability problem. General-purpose computing has been successfully used on Graphics Processing Units (GPUs) to parallelize algorithms that present a high degree of regularity. In this paper, we extend the applicability of GPU processing to graph-based manipulation, by re-designing a simple but efficient state-of-the-art graph-labeling method, namely the GRAIL (Graph Reachability Indexing via RAndomized Interval) algorithm, to many-core CUDA-based GPUs. This algorithm firstly generates a label for each vertex of the graph, then it exploits these labels to answer reachability queries. Unfortunately, the original algorithm executes a sequence of depth-first visits which are intrinsically recursive and cannot be efficiently implemented on parallel systems. For that reason, we design an alternative approach in which a sequence of breadth-first visits substitute the original depth-first traversal to generate the labeling, and in which a high number of concurrent visits is exploited during query evaluation. The paper describes our strategy to re-design these steps, the difficulties we encountered to implement them, and the solutions adopted to overcome the main inefficiencies. To prove the validity of our approach, we compare (in terms of time and memory requirements) our GPU-based approach with the original sequential CPU-based tool. Finally, we report some hints on how to conduct further research in the area

    Automatic unrestricted independent and-parallelism in logic programs

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    We present new algorithms which perform automatic parallelization via source-to-source transformations. The objective is to exploit goal-level, unrestricted independent andparallelism. The proposed algorithms use as targets new parallel execution primitives which are simpler and more flexible than the well-known &/2 parallel operator, which makes it possible to generate better parallel expressions by exposing more potential parallelism among the literals of a clause than is possible with &/2. The main differences between the algorithms stem from whether the order of the solutions obtained is preserved or not, and on the use of determinacy information. We briefly describe the environment where the algorithms have been implemented and the runtime platform in which the parallelized programs are executed. We also report on an evaluation of an implementation of our approach. We compare the performance obtained to that of previous annotation algorithms and show that relevant improvements can be obtained

    Dynamic Multilevel Graph Visualization

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    We adapt multilevel, force-directed graph layout techniques to visualizing dynamic graphs in which vertices and edges are added and removed in an online fashion (i.e., unpredictably). We maintain multiple levels of coarseness using a dynamic, randomized coarsening algorithm. To ensure the vertices follow smooth trajectories, we employ dynamics simulation techniques, treating the vertices as point particles. We simulate fine and coarse levels of the graph simultaneously, coupling the dynamics of adjacent levels. Projection from coarser to finer levels is adaptive, with the projection determined by an affine transformation that evolves alongside the graph layouts. The result is a dynamic graph visualizer that quickly and smoothly adapts to changes in a graph.Comment: 21 page

    Agile parallel bioinformatics workflow management using Pwrake

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    <p>Abstract</p> <p>Background</p> <p>In bioinformatics projects, scientific workflow systems are widely used to manage computational procedures. Full-featured workflow systems have been proposed to fulfil the demand for workflow management. However, such systems tend to be over-weighted for actual bioinformatics practices. We realize that quick deployment of cutting-edge software implementing advanced algorithms and data formats, and continuous adaptation to changes in computational resources and the environment are often prioritized in scientific workflow management. These features have a greater affinity with the agile software development method through iterative development phases after trial and error.</p> <p>Here, we show the application of a scientific workflow system Pwrake to bioinformatics workflows. Pwrake is a parallel workflow extension of Ruby's standard build tool Rake, the flexibility of which has been demonstrated in the astronomy domain. Therefore, we hypothesize that Pwrake also has advantages in actual bioinformatics workflows.</p> <p>Findings</p> <p>We implemented the Pwrake workflows to process next generation sequencing data using the Genomic Analysis Toolkit (GATK) and Dindel. GATK and Dindel workflows are typical examples of sequential and parallel workflows, respectively. We found that in practice, actual scientific workflow development iterates over two phases, the workflow definition phase and the parameter adjustment phase. We introduced separate workflow definitions to help focus on each of the two developmental phases, as well as helper methods to simplify the descriptions. This approach increased iterative development efficiency. Moreover, we implemented combined workflows to demonstrate modularity of the GATK and Dindel workflows.</p> <p>Conclusions</p> <p>Pwrake enables agile management of scientific workflows in the bioinformatics domain. The internal domain specific language design built on Ruby gives the flexibility of rakefiles for writing scientific workflows. Furthermore, readability and maintainability of rakefiles may facilitate sharing workflows among the scientific community. Workflows for GATK and Dindel are available at <url>http://github.com/misshie/Workflows</url>.</p

    Accelerating sequential programs using FastFlow and self-offloading

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    FastFlow is a programming environment specifically targeting cache-coherent shared-memory multi-cores. FastFlow is implemented as a stack of C++ template libraries built on top of lock-free (fence-free) synchronization mechanisms. In this paper we present a further evolution of FastFlow enabling programmers to offload part of their workload on a dynamically created software accelerator running on unused CPUs. The offloaded function can be easily derived from pre-existing sequential code. We emphasize in particular the effective trade-off between human productivity and execution efficiency of the approach.Comment: 17 pages + cove

    Parallelizing Games for Heterogeneous Computing Environments

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    Game applications nowadays run on platforms that contain multiple and different types of processors. Benefiting from the available processing power requires: (1) Code to be designed to run in parallel; and (2) Efficient mapping techniques to schedule tasks optimally on appropriate processors for increasing performance. The work in this thesis is directed towards improving the execution time performance of game applications on host platforms. The methodology adopted consisted of the following different stages: (1) Studying the main features of game applications; (2) Investigating parallelization opportunities within these applications, (3) Identifying/designing the programming structures needed to realize those opportunities; and (4) Designing, implementing, verifying and testing the parallel programming structures developed to support heterogeneous processing and maximize use of available processing power. The research reported in this thesis presents a new framework for parallel programming of games. This framework consists of two major components which form the two main contributions of our work. These are (1) Sayl, a new design pattern to enable parallel programming of game applications and to reduce the amount of programmer work when writing parallel code; and (2) Arbiter Work Stealing, a new task scheduler capable of efficiently and automatically scheduling dynamically generated tasks to processors in a heterogeneous processing and memory environment. The framework was used to successfully parallelize the serial code of a sample game application to work in a heterogeneous processing environment. The parallel version shows far superior performance as compared to the serial version
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