1,474 research outputs found

    Evaluation of Directive-Based GPU Programming Models on a Block Eigensolver with Consideration of Large Sparse Matrices

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    Achieving high performance and performance portability for large-scale scientific applications is a major challenge on heterogeneous computing systems such as many-core CPUs and accelerators like GPUs. In this work, we implement a widely used block eigensolver, Locally Optimal Block Preconditioned Conjugate Gradient (LOBPCG), using two popular directive based programming models (OpenMP and OpenACC) for GPU-accelerated systems. Our work differs from existing work in that it adopts a holistic approach that optimizes the full solver performance rather than narrowing the problem into small kernels (e.g., SpMM, SpMV). Our LOPBCG GPU implementation achieves a 2.8×{\times }–4.3×{\times } speedup over an optimized CPU implementation when tested with four different input matrices. The evaluated configuration compared one Skylake CPU to one Skylake CPU and one NVIDIA V100 GPU. Our OpenMP and OpenACC LOBPCG GPU implementations gave nearly identical performance. We also consider how to create an efficient LOBPCG solver that can solve problems larger than GPU memory capacity. To this end, we create microbenchmarks representing the two dominant kernels (inner product and SpMM kernel) in LOBPCG and then evaluate performance when using two different programming approaches: tiling the kernels, and using Unified Memory with the original kernels. Our tiled SpMM implementation achieves a 2.9×{\times } and 48.2×{\times } speedup over the Unified Memory implementation on supercomputers with PCIe Gen3 and NVLink 2.0 CPU to GPU interconnects, respectively

    Accelerating NBODY6 with Graphics Processing Units

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    We describe the use of Graphics Processing Units (GPUs) for speeding up the code NBODY6 which is widely used for direct NN-body simulations. Over the years, the N2N^2 nature of the direct force calculation has proved a barrier for extending the particle number. Following an early introduction of force polynomials and individual time-steps, the calculation cost was first reduced by the introduction of a neighbour scheme. After a decade of GRAPE computers which speeded up the force calculation further, we are now in the era of GPUs where relatively small hardware systems are highly cost-effective. A significant gain in efficiency is achieved by employing the GPU to obtain the so-called regular force which typically involves some 99 percent of the particles, while the remaining local forces are evaluated on the host. However, the latter operation is performed up to 20 times more frequently and may still account for a significant cost. This effort is reduced by parallel SSE/AVX procedures where each interaction term is calculated using mainly single precision. We also discuss further strategies connected with coordinate and velocity prediction required by the integration scheme. This leaves hard binaries and multiple close encounters which are treated by several regularization methods. The present nbody6-GPU code is well balanced for simulations in the particle range 104−2×10510^4-2 \times 10^5 for a dual GPU system attached to a standard PC.Comment: 8 pages, 3 figures, 2 tables, MNRAS accepte

    NBSymple, a double parallel, symplectic N-body code running on Graphic Processing Units

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    We present and discuss the characteristics and performances, both in term of computational speed and precision, of a numerical code which numerically integrates the equation of motions of N 'particles' interacting via Newtonian gravitation and move in an external galactic smooth field. The force evaluation on every particle is done by mean of direct summation of the contribution of all the other system's particle, avoiding truncation error. The time integration is done with second-order and sixth-order symplectic schemes. The code, NBSymple, has been parallelized twice, by mean of the Computer Unified Device Architecture to make the all-pair force evaluation as fast as possible on high-performance Graphic Processing Units NVIDIA TESLA C 1060, while the O(N) computations are distributed on various CPUs by mean of OpenMP Application Program. The code works both in single precision floating point arithmetics or in double precision. The use of single precision allows the use at best of the GPU performances but, of course, limits the precision of simulation in some critical situations. We find a good compromise in using a software reconstruction of double precision for those variables that are most critical for the overall precision of the code. The code is available on the web site astrowww.phys.uniroma1.it/dolcetta/nbsymple.htmlComment: Paper composed by 29 pages, including 9 figures. Submitted to New Astronomy

    Astrophysical Supercomputing with GPUs: Critical Decisions for Early Adopters

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    General purpose computing on graphics processing units (GPGPU) is dramatically changing the landscape of high performance computing in astronomy. In this paper, we identify and investigate several key decision areas, with a goal of simplyfing the early adoption of GPGPU in astronomy. We consider the merits of OpenCL as an open standard in order to reduce risks associated with coding in a native, vendor-specific programming environment, and present a GPU programming philosophy based on using brute force solutions. We assert that effective use of new GPU-based supercomputing facilities will require a change in approach from astronomers. This will likely include improved programming training, an increased need for software development best-practice through the use of profiling and related optimisation tools, and a greater reliance on third-party code libraries. As with any new technology, those willing to take the risks, and make the investment of time and effort to become early adopters of GPGPU in astronomy, stand to reap great benefits.Comment: 13 pages, 5 figures, accepted for publication in PAS

    C Language Extensions for Hybrid CPU/GPU Programming with StarPU

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    Modern platforms used for high-performance computing (HPC) include machines with both general-purpose CPUs, and "accelerators", often in the form of graphical processing units (GPUs). StarPU is a C library to exploit such platforms. It provides users with ways to define "tasks" to be executed on CPUs or GPUs, along with the dependencies among them, and by automatically scheduling them over all the available processing units. In doing so, it also relieves programmers from the need to know the underlying architecture details: it adapts to the available CPUs and GPUs, and automatically transfers data between main memory and GPUs as needed. While StarPU's approach is successful at addressing run-time scheduling issues, being a C library makes for a poor and error-prone programming interface. This paper presents an effort started in 2011 to promote some of the concepts exported by the library as C language constructs, by means of an extension of the GCC compiler suite. Our main contribution is the design and implementation of language extensions that map to StarPU's task programming paradigm. We argue that the proposed extensions make it easier to get started with StarPU,eliminate errors that can occur when using the C library, and help diagnose possible mistakes. We conclude on future work
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