1,812 research outputs found

    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

    Bringing UMAP Closer to the Speed of Light with GPU Acceleration

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    The Uniform Manifold Approximation and Projection (UMAP) algorithm has become widely popular for its ease of use, quality of results, and support for exploratory, unsupervised, supervised, and semi-supervised learning. While many algorithms can be ported to a GPU in a simple and direct fashion, such efforts have resulted in inefficient and inaccurate versions of UMAP. We show a number of techniques that can be used to make a faster and more faithful GPU version of UMAP, and obtain speedups of up to 100x in practice. Many of these design choices/lessons are general purpose and may inform the conversion of other graph and manifold learning algorithms to use GPUs. Our implementation has been made publicly available as part of the open source RAPIDS cuML library (https://github.com/rapidsai/cuml)

    Otimização em GPU de bounding volume hierarchies para ray tracing

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    Orientador: Hélio PedriniDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Métodos de Ray Tracing são conhecidos por produzir imagens extremamente realistas ao custo de um alto esforço computacional. Pouco após terem surgido, percebeu-se que a maior parte do custo associado a estes métodos está relacionada a encontrar a intersecção entre o grande número de raios que precisam ser traçados e a geometria da cena. Estruturas de dados especiais que indexam e organizam a geometria foram propostas para acelerar estes cálculos, de forma que apenas um subconjunto da geometria precise ser verificado para encontrar as intersecções. Dentre elas, podemos destacar as Bounding Volume Hierarchies (BVH), que são estruturas usadas para agrupar objetos 3D hierarquicamente. Recentemente, uma grande quantidade de esforços foi aplicada para acelerar a construção destas estruturas e aumentar sua qualidade. Este trabalho apresenta um novo método para a construção de BVHs de alta qualidade em sistemas manycore. O método em questão é uma extensão do atual estado da arte na construção de BVHs em GPU, Treelet Restructuring Bounding Volume Hierarchy (TRBVH), e consiste em otimizar uma árvore já existente reorganizando subconjuntos de seus nós através de uma abordagem de agrupamento aglomerativo. A implementação deste método foi feita para a arquitetura Kepler utilizando CUDA e foi testada em dezesseis cenas que são comumente usadas para avaliar o desempenho de estruturas aceleradoras. É demonstrado que esta implementação é capaz de produzir árvores com qualidade comparável às geradas utilizando TRBVH para aquelas cenas, além de ser 30% mais rápidaAbstract: Ray tracing methods are well known for producing very realistic images at the expense of a high computational effort. Most of the cost associated with those methods comes from finding the intersection between the massive number of rays that need to be traced and the scene geometry. Special data structures were proposed to speed up those calculations by indexing and organizing the geometry so that only a subset of it has to be effectively checked for intersections. One such construct is the Bounding Volume Hierarchy (BVH), which is a tree-like structure used to group 3D objects hierarchically. Recently, a significant amount of effort has been put into accelerating the construction of those structures and increasing their quality. We present a new method for building high-quality BVHs on manycore systems. Our method is an extension of the current state-of-the-art on GPU BVH construction, Treelet Restructuring Bounding Volume Hierarchy (TRBVH), and consists of optimizing an already existing tree by rearranging subsets of its nodes using an agglomerative clustering approach. We implemented our solution for the NVIDIA Kepler architecture using CUDA and tested it on sixteen distinct scenes that are commonly used to evaluate the performance of acceleration structures. We show that our implementation is capable of producing trees whose quality is equivalent to the ones generated by TRBVH for those scenes, while being about 30% faster to do soMestradoCiência da ComputaçãoMestre em Ciência da Computaçã

    Facilitating High Performance Code Parallelization

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    With the surge of social media on one hand and the ease of obtaining information due to cheap sensing devices and open source APIs on the other hand, the amount of data that can be processed is as well vastly increasing. In addition, the world of computing has recently been witnessing a growing shift towards massively parallel distributed systems due to the increasing importance of transforming data into knowledge in today’s data-driven world. At the core of data analysis for all sorts of applications lies pattern matching. Therefore, parallelizing pattern matching algorithms should be made efficient in order to cater to this ever-increasing abundance of data. We propose a method that automatically detects a user’s single threaded function call to search for a pattern using Java’s standard regular expression library, and replaces it with our own data parallel implementation using Java bytecode injection. Our approach facilitates parallel processing on different platforms consisting of shared memory systems (using multithreading and NVIDIA GPUs) and distributed systems (using MPI and Hadoop). The major contributions of our implementation consist of reducing the execution time while at the same time being transparent to the user. In addition to that, and in the same spirit of facilitating high performance code parallelization, we present a tool that automatically generates Spark Java code from minimal user-supplied inputs. Spark has emerged as the tool of choice for efficient big data analysis. However, users still have to learn the complicated Spark API in order to write even a simple application. Our tool is easy to use, interactive and offers Spark’s native Java API performance. To the best of our knowledge and until the time of this writing, such a tool has not been yet implemented

    A Survey of CUDA-based Multidimensional Scaling on GPU Architecture

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    The need to analyze large amounts of multivariate data raises the fundamental problem of dimensionality reduction which is defined as a process of mapping data from high-dimensional space into low-dimensional. One of the most popular methods for handling this problem is multidimensional scaling. Due to the technological advances, the dimensionality of the input data as well as the amount of processed data is increasing steadily but the requirement of processing these data within a reasonable time frame still remains an open problem. Recent development in graphics hardware allows to perform generic parallel computations on powerful hardware and provides an opportunity to solve many time-constrained problems in both graphical and non-graphical domain. The purpose of this survey is to describe and analyze recent implementations of multidimensional scaling algorithms on graphics processing units and present the applicability of these algorithms on such architectures based on the experimental results which show a decrease of execution time for multi-level approaches

    Data Mining and Machine Learning in Astronomy

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    We review the current state of data mining and machine learning in astronomy. 'Data Mining' can have a somewhat mixed connotation from the point of view of a researcher in this field. If used correctly, it can be a powerful approach, holding the potential to fully exploit the exponentially increasing amount of available data, promising great scientific advance. However, if misused, it can be little more than the black-box application of complex computing algorithms that may give little physical insight, and provide questionable results. Here, we give an overview of the entire data mining process, from data collection through to the interpretation of results. We cover common machine learning algorithms, such as artificial neural networks and support vector machines, applications from a broad range of astronomy, emphasizing those where data mining techniques directly resulted in improved science, and important current and future directions, including probability density functions, parallel algorithms, petascale computing, and the time domain. We conclude that, so long as one carefully selects an appropriate algorithm, and is guided by the astronomical problem at hand, data mining can be very much the powerful tool, and not the questionable black box.Comment: Published in IJMPD. 61 pages, uses ws-ijmpd.cls. Several extra figures, some minor additions to the tex
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