64,242 research outputs found

    Exploiting Scratchpad Memory for Deep Temporal Blocking: A case study for 2D Jacobian 5-point iterative stencil kernel (j2d5pt)

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    General Purpose Graphics Processing Units (GPGPU) are used in most of the top systems in HPC. The total capacity of scratchpad memory has increased by more than 40 times in the last decade. However, existing optimizations for stencil computations using temporal blocking have not aggressively exploited the large capacity of scratchpad memory. This work uses the 2D Jacobian 5-point iterative stencil as a case study to investigate the use of large scratchpad memory. Unlike existing research that tiles the domain in a thread block fashion, we tile the domain so that each tile is large enough to utilize all available scratchpad memory on the GPU. Consequently, we process several time steps inside a single tile before offloading the result back to global memory. Our evaluation shows that our performance is comparable to state-of-the-art implementations, yet our implementation is much simpler and does not require auto-generation of code.Comment: This is short paper is published in the 15th workshop on general purpose processing using GPU (GPGPU 2023

    Massively parallel implementation of cyclic LDPC codes on a general purpose graphic processing unit

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    2009 IEEE Workshop On Signal Processing Systems (SiPS) Tampere, Finland 2009-10-07 ~ 2009-10-09Simulation of low-density parity-check (LDPC) codes frequently takes several days, thus the use of general purpose graphics processing units (GPGPUs) is very promising. However, GPGPUs are designed for compute-intensive applications, and they are not optimized for data caching or control management. In LDPC decoding, the parity check matrix H needs to be accessed at every node updating process, and the size of H matrix is often larger than that of GPU on-chip memory especially when the code-length is long or the weight is high. In this work, the parity check matrix of cyclic or quasi-cyclic LDPC codes is greatly compressed by exploiting the periodic property of the matrix. In our experiments, the Compute Unified Device Architecture (CUDA) of Nvidia is used. With the (1057, 813) and (4161, 3431) projective geometry (PG)–LDPC codes, the execution speed of the proposed method is more than twice of the reference implementations that do not exploit the cyclic property of the parity check matrices

    Architecture-Aware Optimization on a 1600-core Graphics Processor

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    The graphics processing unit (GPU) continues to make significant strides as an accelerator in commodity cluster computing for high-performance computing (HPC). For example, three of the top five fastest supercomputers in the world, as ranked by the TOP500, employ GPUs as accelerators. Despite this increasing interest in GPUs, however, optimizing the performance of a GPU-accelerated compute node requires deep technical knowledge of the underlying architecture. Although significant literature exists on how to optimize GPU performance on the more mature NVIDIA CUDA architecture, the converse is true for OpenCL on the AMD GPU. Consequently, we present and evaluate architecture-aware optimizations for the AMD GPU. The most prominent optimizations include (i) explicit use of registers, (ii) use of vector types, (iii) removal of branches, and (iv) use of image memory for global data. We demonstrate the efficacy of our AMD GPU optimizations by applying each optimization in isolation as well as in concert to a large-scale, molecular modeling application called GEM. Via these AMD-specific GPU optimizations, the AMD Radeon HD 5870 GPU delivers 65% better performance than with the wellknown NVIDIA-specific optimizations

    FDTD/K-DWM simulation of 3D room acoustics on general purpose graphics hardware using compute unified device architecture (CUDA)

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    The growing demand for reliable prediction of sound fields in rooms have resulted in adaptation of various approaches for physical modeling, including the Finite Difference Time Domain (FDTD) and the Digital Waveguide Mesh (DWM). Whilst considered versatile and attractive methods, they suffer from dispersion errors that increase with frequency and vary with direction of propagation, thus imposing a high frequency calculation limit. Attempts have been made to reduce such errors by considering different mesh topologies, by spatial interpolation, or by simply oversampling the grid. As the latter approach is computationally expensive, its application to three-dimensional problems has often been avoided. In this paper, we propose an implementation of the FDTD on general purpose graphics hardware, allowing for high sampling rates whilst maintaining reasonable calculation times. Dispersion errors are consequently reduced and the high frequency limit is increased. A range of graphics processors are evaluated and compared with traditional CPUs in terms of accuracy, calculation time and memory requirements
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