3,402 research outputs found

    An exploration of CUDA and CBEA for a gravitational wave data-analysis application (Einstein@Home)

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    We present a detailed approach for making use of two new computer hardware architectures -- CBEA and CUDA -- for accelerating a scientific data-analysis application (Einstein@Home). Our results suggest that both the architectures suit the application quite well and the achievable performance in the same software developmental time-frame, is nearly identical.Comment: Accepted for publication in International Conference on Parallel Processing and Applied Mathematics (PPAM 2009

    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

    The CBE Hardware Accelerator for Numerical Relativity: A Simple Approach

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    Hardware accelerators (such as the Cell Broadband Engine) have recently received a significant amount of attention from the computational science community because they can provide significant gains in the overall performance of many numerical simulations at a low cost. However, such accelerators usually employ a rather unfamiliar and specialized programming model that often requires advanced knowledge of their hardware design. In this article, we demonstrate an alternate and simpler approach towards managing the main complexities in the programming of the Cell processor, called software caching. We apply this technique to a numerical relativity application: a time-domain, finite-difference Kerr black hole perturbation evolver, and present the performance results. We obtain gains in the overall performance of generic simulations that are close to the theoretical maximum that can be obtained through our parallelization approach.Comment: 5 pages, 2 figures; Accepted for publication in the International Journal of Modeling, Simulation, and Scientific Computing (IJMSSC

    Evaluation of the PlayStation 2 as a cluster computing node

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    Cluster computing is currently a popular, cost-effective solution to the increasing computational demands of many applications in scientific computing and image processing. A cluster computer is comprised of several networked computers known as nodes. Since the goal of cluster computing is to provide a cost-effective means to processing computationally demanding applications, nodes that can be obtained at a low price with minimal performance tradeoff are always attractive. Presently, the most common cluster computers are comprised of networks of workstations constructed from commodity components. Recent trends have shown that computers being developed and deployed for purposes other than traditional personal computers or workstations have presented new candidates for cluster computing nodes. The new computing node candidates being considered may provide a competitive and even less expensive alternative to the cluster computing nodes being used today. Machines such as video game consoles, whose prices are kept extremely low due to intense marketplace competition, are a prime example of such machines. The Sony PlayStation 2, in particular, provides the user with low-level hardware devices that are often found in more expensive machines. This work presents and evaluation of the PlayStation 2 video game console as a cluster computing node for scientific and image processing applications. From this evaluation, a determination is made as to whether the PlayStation 2 is a viable alternative to the cluster computing nodes being used today

    MilliSonic: Pushing the Limits of Acoustic Motion Tracking

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    Recent years have seen interest in device tracking and localization using acoustic signals. State-of-the-art acoustic motion tracking systems however do not achieve millimeter accuracy and require large separation between microphones and speakers, and as a result, do not meet the requirements for many VR/AR applications. Further, tracking multiple concurrent acoustic transmissions from VR devices today requires sacrificing accuracy or frame rate. We present MilliSonic, a novel system that pushes the limits of acoustic based motion tracking. Our core contribution is a novel localization algorithm that can provably achieve sub-millimeter 1D tracking accuracy in the presence of multipath, while using only a single beacon with a small 4-microphone array.Further, MilliSonic enables concurrent tracking of up to four smartphones without reducing frame rate or accuracy. Our evaluation shows that MilliSonic achieves 0.7mm median 1D accuracy and a 2.6mm median 3D accuracy for smartphones, which is 5x more accurate than state-of-the-art systems. MilliSonic enables two previously infeasible interaction applications: a) 3D tracking of VR headsets using the smartphone as a beacon and b) fine-grained 3D tracking for the Google Cardboard VR system using a small microphone array

    Hera-JVM: abstracting processor heterogeneity behind a virtual machine

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    Heterogeneous multi-core processors, such as the Cell processor, can deliver exceptional performance, however, they are notoriously difficult to program effectively. We present Hera-JVM, a runtime system which hides a processor’s heterogeneity behind a homogeneous virtual machine interface. Preliminary results of three benchmarks running under Hera-JVM are presented. These results suggest a set of application behaviour characteristics that the runtime system should take into account when placing threads on different core types.

    Exploration of Game Consoles as a legitimate computing platform for in-the-field biomedical data acquisition and management

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    Biomedical research increasingly requires for testings be conducted outside the lab, in the field such as the participant’s home or work environment. This type of research requires semi-autonomous computer systems that collect such data and send it back to the lab for processing and dissemination. A key aspect of this type of research is the selection of the required software and hardware components. These systems need to be reliable, allow considerable customizability and be readily accessible but also able to be locked down. In this paper we report a set of requirements for the hardware and software for such a system. We then utilise these requirements to evaluate the use of game consoles as a hardware platform in comparison to other hardware choices

    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio
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