731 research outputs found

    Optimizing simulation on shared-memory platforms: The smart cities case

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    Modern advancements in computing architectures have been accompanied by new emergent paradigms to run Parallel Discrete Event Simulation models efficiently. Indeed, many new paradigms to effectively use the available underlying hardware have been proposed in the literature. Among these, the Share-Everything paradigm tackles massively-parallel shared-memory machines, in order to support speculative simulation by taking into account the limits and benefits related to this family of architectures. Previous results have shown how this paradigm outperforms traditional speculative strategies (such as data-separated Time Warp systems) whenever the granularity of executed events is small. In this paper, we show performance implications of this simulation-engine organization when the simulation models have a variable granularity. To this end, we have selected a traffic model, tailored for smart cities-oriented simulation. Our assessment illustrates the effects of the various tuning parameters related to the approach, opening to a higher understanding of this innovative paradigm

    BFS-4K: an Efficient Implementation of BFS for Kepler GPU Architectures

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    Breadth-first search (BFS) is one of the most common graph traversal algorithms and the building block for a wide range of graph applications. With the advent of graphics processing units (GPUs), several works have been proposed to accelerate graph algorithms and, in particular, BFS on such many-core architectures. Nevertheless, BFS has proven to be an algorithm for which it is hard to obtain better performance from parallelization. Indeed, the proposed solutions take advantage of the massively parallelism of GPUs but they are often asymptotically less efficient than the fastest CPU implementations. This article presents BFS-4K, a parallel implementation of BFS for GPUs that exploits the more advanced features of GPU-based platforms (i.e., NVIDIA Kepler) and that achieves an asymptotically optimal work complexity.The article presents different strategies implemented in BFS-4K to deal with the potential workload imbalance and thread divergence caused by any actual graph non-homogeneity.The article presents the experimental results conducted on several graphs of different size and characteristics to understand how the proposed techniques are applied and combined to obtain the best performance from the parallel BFS visits. Finally, an analysis of the most representative BFS implementations for GPUs at the state of the art and their comparison with BFS-4K are reported to underline the efficiency of the proposed solution

    Demand-driven, concurrent discrete event simulation

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    Doctor of Philosophy

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    dissertationThe internet-based information infrastructure that has powered the growth of modern personal/mobile computing is composed of powerful, warehouse-scale computers or datacenters. These heavily subscribed datacenters perform data-processing jobs under intense quality of service guarantees. Further, high-performance compute platforms are being used to model and analyze increasingly complex scientific problems and natural phenomena. To ensure that the high-performance needs of these machines are met, it is necessary to increase the efficiency of the memory system that supplies data to the processing cores. Many of the microarchitectural innovations that were designed to scale the memory wall (e.g., out-of-order instruction execution, on-chip caches) are being rendered less effective due to several emerging trends (e.g., increased emphasis on energy consumption, limited access locality). This motivates the optimization of the main memory system itself. The key to an efficient main memory system is the memory controller. In particular, the scheduling algorithm in the memory controller greatly influences its performance. This dissertation explores this hypothesis in several contexts. It develops tools to better understand memory scheduling and develops scheduling innovations for CPUs and GPUs. We propose novel memory scheduling techniques that are strongly aware of the access patterns of the clients as well as the microarchitecture of the memory device. Based on these, we present (i) a Dynamic Random Access Memory (DRAM) chip microarchitecture optimized for reducing write-induced slowdown, (ii) a memory scheduling algorithm that exploits these features, (iii) several memory scheduling algorithms to reduce the memory-related stall experienced by irregular General Purpose Graphics Processing Unit (GPGPU) applications, and (iv) the Utah Simulated Memory Module (USIMM), a detailed, validated simulator for DRAM main memory that we use for analyzing and proposing scheduler algorithms

    Lichttransportsimulation auf Spezialhardware

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    It cannot be denied that the developments in computer hardware and in computer algorithms strongly influence each other, with new instructions added to help with video processing, encryption, and in many other areas. At the same time, the current cap on single threaded performance and wide availability of multi-threaded processors has increased the focus on parallel algorithms. Both influences are extremely prominent in computer graphics, where the gaming and movie industries always strive for the best possible performance on the current, as well as future, hardware. In this thesis we examine the hardware-algorithm synergies in the context of ray tracing and Monte-Carlo algorithms. First, we focus on the very basic element of all such algorithms - the casting of rays through a scene, and propose a dedicated hardware unit to accelerate this common operation. Then, we examine existing and novel implementations of many Monte-Carlo rendering algorithms on massively parallel hardware, as full hardware utilization is essential for peak performance. Lastly, we present an algorithm for tackling complex interreflections of glossy materials, which is designed to utilize both powerful processing units present in almost all current computers: the Centeral Processing Unit (CPU) and the Graphics Processing Unit (GPU). These three pieces combined show that it is always important to look at hardware-algorithm mapping on all levels of abstraction: instruction, processor, and machine.Zweifelsohne beeinflussen sich Computerhardware und Computeralgorithmen gegenseitig in ihrer Entwicklung: Prozessoren bekommen neue Instruktionen, um zum Beispiel Videoverarbeitung, Verschlüsselung oder andere Anwendungen zu beschleunigen. Gleichzeitig verstärkt sich der Fokus auf parallele Algorithmen, bedingt durch die limitierte Leistung von für einzelne Threads und die inzwischen breite Verfügbarkeit von multi-threaded Prozessoren. Beide Einflüsse sind im Grafikbereich besonders stark , wo es z.B. für die Spiele- und Filmindustrie wichtig ist, die bestmögliche Leistung zu erreichen, sowohl auf derzeitiger und zukünftiger Hardware. In Rahmen dieser Arbeit untersuchen wir die Synergie von Hardware und Algorithmen anhand von Ray-Tracing- und Monte-Carlo-Algorithmen. Zuerst betrachten wir einen grundlegenden Hardware-Bausteins für alle diese Algorithmen, die Strahlenverfolgung in einer Szene, und präsentieren eine spezielle Hardware-Einheit zur deren Beschleunigung. Anschließend untersuchen wir existierende und neue Implementierungen verschiedener MonteCarlo-Algorithmen auf massiv-paralleler Hardware, wobei die maximale Auslastung der Hardware im Fokus steht. Abschließend stellen wir dann einen Algorithmus zur Berechnung von komplexen Beleuchtungseffekten bei glänzenden Materialien vor, der versucht, die heute fast überall vorhandene Kombination aus Hauptprozessor (CPU) und Grafikprozessor (GPU) optimal auszunutzen. Zusammen zeigen diese drei Aspekte der Arbeit, wie wichtig es ist, Hardware und Algorithmen auf allen Ebenen gleichzeitig zu betrachten: Auf den Ebenen einzelner Instruktionen, eines Prozessors bzw. eines gesamten Systems

    The Iray Light Transport Simulation and Rendering System

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    While ray tracing has become increasingly common and path tracing is well understood by now, a major challenge lies in crafting an easy-to-use and efficient system implementing these technologies. Following a purely physically-based paradigm while still allowing for artistic workflows, the Iray light transport simulation and rendering system allows for rendering complex scenes by the push of a button and thus makes accurate light transport simulation widely available. In this document we discuss the challenges and implementation choices that follow from our primary design decisions, demonstrating that such a rendering system can be made a practical, scalable, and efficient real-world application that has been adopted by various companies across many fields and is in use by many industry professionals today

    Exploiting BSP Abstractions for Compiler Based Optimizations of GPU Applications on multi-GPU Systems

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    Graphics Processing Units (GPUs) are accelerators for computers and provide massive amounts of computational power and bandwidth for amenable applications. While effectively utilizing an individual GPU already requires a high level of skill, effectively utilizing multiple GPUs introduces completely new types of challenges. This work sets out to investigate how the hierarchical execution model of GPUs can be exploited to simplify the utilization of such multi-GPU systems. The investigation starts with an analysis of the memory access patterns exhibited by applications from common GPU benchmark suites. Memory access patterns are collected using custom instrumentation and a simple simulation then analyzes the patterns and identifies implicit communication across the different levels of the execution hierarchy. The analysis reveals that for most GPU applications memory accesses are highly localized and there exists a way to partition the workload so that the communication volume grows slower than the aggregated bandwidth for growing numbers of GPUs. Next, an application model based on Z-polyhedra is derived that formalizes the distribution of work across multiple GPUs and allows the identification of data dependencies. The model is then used to implement a prototype compiler that consumes single-GPU programs and produces executables that distribute GPU workloads across all available GPUs in a system. It uses static analysis to identify memory access patterns and polyhedral code generation in combination with a dynamic tracking system to efficiently resolve data dependencies. The prototype is implemented as an extension to the LLVM/Clang compiler and published in full source. The prototype compiler is then evaluated using a set of benchmark applications. While the prototype is limited in its applicability by technical issues, it provides impressive speedups of up to 12.4x on 16 GPUs for amenable applications. An in-depth analysis of the application runtime reveals that dependency resolution takes up less than 10% of the runtime, often significantly less. A discussion follows and puts the work into context by presenting and differentiating related work, reflecting critically on the work itself and an outlook of the aspects that could be explored as part of this research. The work concludes with a summary and a closing opinion
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