3,995 research outputs found

    Scalable Parallel Numerical CSP Solver

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    We present a parallel solver for numerical constraint satisfaction problems (NCSPs) that can scale on a number of cores. Our proposed method runs worker solvers on the available cores and simultaneously the workers cooperate for the search space distribution and balancing. In the experiments, we attained up to 119-fold speedup using 256 cores of a parallel computer.Comment: The final publication is available at Springe

    A sparse octree gravitational N-body code that runs entirely on the GPU processor

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    We present parallel algorithms for constructing and traversing sparse octrees on graphics processing units (GPUs). The algorithms are based on parallel-scan and sort methods. To test the performance and feasibility, we implemented them in CUDA in the form of a gravitational tree-code which completely runs on the GPU.(The code is publicly available at: http://castle.strw.leidenuniv.nl/software.html) The tree construction and traverse algorithms are portable to many-core devices which have support for CUDA or OpenCL programming languages. The gravitational tree-code outperforms tuned CPU code during the tree-construction and shows a performance improvement of more than a factor 20 overall, resulting in a processing rate of more than 2.8 million particles per second.Comment: Accepted version. Published in Journal of Computational Physics. 35 pages, 12 figures, single colum

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

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    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

    Evaluation of vectorization potential of Graph500 on Intel's Xeon Phi

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    Graph500 is a data intensive application for high performance computing and it is an increasingly important workload because graphs are a core part of most analytic applications. So far there is no work that examines if Graph500 is suitable for vectorization mostly due a lack of vector memory instructions for irregular memory accesses. The Xeon Phi is a massively parallel processor recently released by Intel with new features such as a wide 512-bit vector unit and vector scatter/gather instructions. Thus, the Xeon Phi allows for more efficient parallelization of Graph500 that is combined with vectorization. In this paper we vectorize Graph500 and analyze the impact of vectorization and prefetching on the Xeon Phi. We also show that the combination of parallelization, vectorization and prefetching yields a speedup of 27% over a parallel version with prefetching that does not leverage the vector capabilities of the Xeon Phi.The research leading to these results has received funding from the European Research Council under the European Unions 7th FP (FP/2007- 2013) / ERC GA n. 321253. It has been partially funded by the Spanish Government (TIN2012-34557)Peer ReviewedPostprint (published version

    Gunrock: GPU Graph Analytics

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    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
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