144 research outputs found

    AlSub: Fully Parallel and Modular Subdivision

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    In recent years, mesh subdivision---the process of forging smooth free-form surfaces from coarse polygonal meshes---has become an indispensable production instrument. Although subdivision performance is crucial during simulation, animation and rendering, state-of-the-art approaches still rely on serial implementations for complex parts of the subdivision process. Therefore, they often fail to harness the power of modern parallel devices, like the graphics processing unit (GPU), for large parts of the algorithm and must resort to time-consuming serial preprocessing. In this paper, we show that a complete parallelization of the subdivision process for modern architectures is possible. Building on sparse matrix linear algebra, we show how to structure the complete subdivision process into a sequence of algebra operations. By restructuring and grouping these operations, we adapt the process for different use cases, such as regular subdivision of dynamic meshes, uniform subdivision for immutable topology, and feature-adaptive subdivision for efficient rendering of animated models. As the same machinery is used for all use cases, identical subdivision results are achieved in all parts of the production pipeline. As a second contribution, we show how these linear algebra formulations can effectively be translated into efficient GPU kernels. Applying our strategies to 3\sqrt{3}, Loop and Catmull-Clark subdivision shows significant speedups of our approach compared to state-of-the-art solutions, while we completely avoid serial preprocessing.Comment: Changed structure Added content Improved description

    木を用いた構造化並列プログラミング

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    High-level abstractions for parallel programming are still immature. Computations on complicated data structures such as pointer structures are considered as irregular algorithms. General graph structures, which irregular algorithms generally deal with, are difficult to divide and conquer. Because the divide-and-conquer paradigm is essential for load balancing in parallel algorithms and a key to parallel programming, general graphs are reasonably difficult. However, trees lead to divide-and-conquer computations by definition and are sufficiently general and powerful as a tool of programming. We therefore deal with abstractions of tree-based computations. Our study has started from Matsuzaki’s work on tree skeletons. We have improved the usability of tree skeletons by enriching their implementation aspect. Specifically, we have dealt with two issues. We first have implemented the loose coupling between skeletons and data structures and developed a flexible tree skeleton library. We secondly have implemented a parallelizer that transforms sequential recursive functions in C into parallel programs that use tree skeletons implicitly. This parallelizer hides the complicated API of tree skeletons and makes programmers to use tree skeletons with no burden. Unfortunately, the practicality of tree skeletons, however, has not been improved. On the basis of the observations from the practice of tree skeletons, we deal with two application domains: program analysis and neighborhood computation. In the domain of program analysis, compilers treat input programs as control-flow graphs (CFGs) and perform analysis on CFGs. Program analysis is therefore difficult to divide and conquer. To resolve this problem, we have developed divide-and-conquer methods for program analysis in a syntax-directed manner on the basis of Rosen’s high-level approach. Specifically, we have dealt with data-flow analysis based on Tarjan’s formalization and value-graph construction based on a functional formalization. In the domain of neighborhood computations, a primary issue is locality. A naive parallel neighborhood computation without locality enhancement causes a lot of cache misses. The divide-and-conquer paradigm is known to be useful also for locality enhancement. We therefore have applied algebraic formalizations and a tree-segmenting technique derived from tree skeletons to the locality enhancement of neighborhood computations.電気通信大学201

    Locality optimized unstructured mesh algorithms on GPUs

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    Unstructured-mesh based numerical algorithms such as finite volume and finite element algorithms form an important class of applications for many scientific and engineering domains. The key difficulty in achieving higher performance from these applications is the indirect accesses that lead to data-races when parallelized. Current methods for handling such data-races lead to reduced parallelism and suboptimal performance. Particularly on modern many-core architectures, such as GPUs, that has increasing core/thread counts, reducing data movement and exploiting memory locality is vital for gaining good performance. In this work we present novel locality-exploiting optimizations for the efficient execution of unstructured-mesh algorithms on GPUs. Building on a two-layered coloring strategy for handling data races, we introduce novel reordering and partitioning techniques to further improve efficient execution. The new optimizations are then applied to several well established unstructured-mesh applications, investigating their performance on NVIDIA’s latest P100 and V100 GPUs. We demonstrate significant speedups (1.1–1.75×) compared to the state-of-the-art. A range of performance metrics are benchmarked including runtime, memory transactions, achieved bandwidth performance, GPU occupancy and data reuse factors and are used to understand and explain the key factors impacting performance. The optimized algorithms are implemented as an open-source software library and we illustrate its use for improving performance of existing or new unstructured-mesh applications

    A Domain-Specific Language and Editor for Parallel Particle Methods

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    Domain-specific languages (DSLs) are of increasing importance in scientific high-performance computing to reduce development costs, raise the level of abstraction and, thus, ease scientific programming. However, designing and implementing DSLs is not an easy task, as it requires knowledge of the application domain and experience in language engineering and compilers. Consequently, many DSLs follow a weak approach using macros or text generators, which lack many of the features that make a DSL a comfortable for programmers. Some of these features---e.g., syntax highlighting, type inference, error reporting, and code completion---are easily provided by language workbenches, which combine language engineering techniques and tools in a common ecosystem. In this paper, we present the Parallel Particle-Mesh Environment (PPME), a DSL and development environment for numerical simulations based on particle methods and hybrid particle-mesh methods. PPME uses the meta programming system (MPS), a projectional language workbench. PPME is the successor of the Parallel Particle-Mesh Language (PPML), a Fortran-based DSL that used conventional implementation strategies. We analyze and compare both languages and demonstrate how the programmer's experience can be improved using static analyses and projectional editing. Furthermore, we present an explicit domain model for particle abstractions and the first formal type system for particle methods.Comment: Submitted to ACM Transactions on Mathematical Software on Dec. 25, 201

    The Peano software---parallel, automaton-based, dynamically adaptive grid traversals

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    We discuss the design decisions, design alternatives, and rationale behind the third generation of Peano, a framework for dynamically adaptive Cartesian meshes derived from spacetrees. Peano ties the mesh traversal to the mesh storage and supports only one element-wise traversal order resulting from space-filling curves. The user is not free to choose a traversal order herself. The traversal can exploit regular grid subregions and shared memory as well as distributed memory systems with almost no modifications to a serial application code. We formalize the software design by means of two interacting automata—one automaton for the multiscale grid traversal and one for the application-specific algorithmic steps. This yields a callback-based programming paradigm. We further sketch the supported application types and the two data storage schemes realized before we detail high-performance computing aspects and lessons learned. Special emphasis is put on observations regarding the used programming idioms and algorithmic concepts. This transforms our report from a “one way to implement things” code description into a generic discussion and summary of some alternatives, rationale, and design decisions to be made for any tree-based adaptive mesh refinement software

    Combinatorial problems in solving linear systems

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    42 pages, available as LIP research report RR-2009-15Numerical linear algebra and combinatorial optimization are vast subjects; as is their interaction. In virtually all cases there should be a notion of sparsity for a combinatorial problem to arise. Sparse matrices therefore form the basis of the interaction of these two seemingly disparate subjects. As the core of many of today's numerical linear algebra computations consists of the solution of sparse linear system by direct or iterative methods, we survey some combinatorial problems, ideas, and algorithms relating to these computations. On the direct methods side, we discuss issues such as matrix ordering; bipartite matching and matrix scaling for better pivoting; task assignment and scheduling for parallel multifrontal solvers. On the iterative method side, we discuss preconditioning techniques including incomplete factorization preconditioners, support graph preconditioners, and algebraic multigrid. In a separate part, we discuss the block triangular form of sparse matrices
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