5,106 research outputs found

    Mixing multi-core CPUs and GPUs for scientific simulation software

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    Recent technological and economic developments have led to widespread availability of multi-core CPUs and specialist accelerator processors such as graphical processing units (GPUs). The accelerated computational performance possible from these devices can be very high for some applications paradigms. Software languages and systems such as NVIDIA's CUDA and Khronos consortium's open compute language (OpenCL) support a number of individual parallel application programming paradigms. To scale up the performance of some complex systems simulations, a hybrid of multi-core CPUs for coarse-grained parallelism and very many core GPUs for data parallelism is necessary. We describe our use of hybrid applica- tions using threading approaches and multi-core CPUs to control independent GPU devices. We present speed-up data and discuss multi-threading software issues for the applications level programmer and o er some suggested areas for language development and integration between coarse-grained and ne-grained multi-thread systems. We discuss results from three common simulation algorithmic areas including: partial di erential equations; graph cluster metric calculations and random number generation. We report on programming experiences and selected performance for these algorithms on: single and multiple GPUs; multi-core CPUs; a CellBE; and using OpenCL. We discuss programmer usability issues and the outlook and trends in multi-core programming for scienti c applications developers

    Efficient classification using parallel and scalable compressed model and Its application on intrusion detection

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    In order to achieve high efficiency of classification in intrusion detection, a compressed model is proposed in this paper which combines horizontal compression with vertical compression. OneR is utilized as horizontal com-pression for attribute reduction, and affinity propagation is employed as vertical compression to select small representative exemplars from large training data. As to be able to computationally compress the larger volume of training data with scalability, MapReduce based parallelization approach is then implemented and evaluated for each step of the model compression process abovementioned, on which common but efficient classification methods can be directly used. Experimental application study on two publicly available datasets of intrusion detection, KDD99 and CMDC2012, demonstrates that the classification using the compressed model proposed can effectively speed up the detection procedure at up to 184 times, most importantly at the cost of a minimal accuracy difference with less than 1% on average

    Fast kk-NNG construction with GPU-based quick multi-select

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    In this paper we describe a new brute force algorithm for building the kk-Nearest Neighbor Graph (kk-NNG). The kk-NNG algorithm has many applications in areas such as machine learning, bio-informatics, and clustering analysis. While there are very efficient algorithms for data of low dimensions, for high dimensional data the brute force search is the best algorithm. There are two main parts to the algorithm: the first part is finding the distances between the input vectors which may be formulated as a matrix multiplication problem. The second is the selection of the kk-NNs for each of the query vectors. For the second part, we describe a novel graphics processing unit (GPU) -based multi-select algorithm based on quick sort. Our optimization makes clever use of warp voting functions available on the latest GPUs along with use-controlled cache. Benchmarks show significant improvement over state-of-the-art implementations of the kk-NN search on GPUs

    Scalable partitioning for parallel position based dynamics

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    We introduce a practical partitioning technique designed for parallelizing Position Based Dynamics, and exploiting the ubiquitous multi-core processors present in current commodity GPUs. The input is a set of particles whose dynamics is influenced by spatial constraints. In the initialization phase, we build a graph in which each node corresponds to a constraint and two constraints are connected by an edge if they influence at least one common particle. We introduce a novel greedy algorithm for inserting additional constraints (phantoms) in the graph such that the resulting topology is q-colourable, where ˆ qˆ ≥ 2 is an arbitrary number. We color the graph, and the constraints with the same color are assigned to the same partition. Then, the set of constraints belonging to each partition is solved in parallel during the animation phase. We demonstrate this by using our partitioning technique; the performance hit caused by the GPU kernel calls is significantly decreased, leaving unaffected the visual quality, robustness and speed of serial position based dynamics
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