9 research outputs found

    Simulation methodologies for mobile GPUs

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    GPUs critically rely on a complex system software stack comprising kernel- and user-space drivers and JIT compilers. Yet, existing GPU simulators typically abstract away details of the software stack and GPU instruction set. Partly, this is because GPU vendors rarely release sufficient information about their latest GPU products. However, this is also due to the lack of an integrated CPU-GPU simulation framework, which is complete and powerful enough to drive the complex GPU software environment. This has led to a situation where research on GPU architectures and compilers is largely based on outdated or greatly simplified architectures and software stacks, undermining the validity of the generated results. Making the situation even more dire, existing GPU simulation efforts are concentrated around desktop GPUs, making infrastructure for modelling mobile GPUs virtually non-existent, despite their surging importance in the GPU market. Still, mobile GPU designers are faced with the challenge of evaluating design alternatives involving hundreds of architectural configuration options and micro-architectural improvements under tight time-to-market constraints, to which currently employed design flows involving detailed, but slow simulations are not well suited. In this thesis we develop a full-system simulation environment for a mobile platform, which enables users to run a complete and unmodified software stack for a state-of-the-art mobile Arm CPU and Mali Bifrost GPU powered device, achieving 100\% architectural accuracy across all available toolchains. We demonstrate the capability of our GPU simulation framework through a number of case studies exploring modern, mobile GPU applications, and optimize them using functional simulation statistics, unavailable with other approaches or hardware. Furthermore, we develop a trace-based performance model, allowing architects to rapidly model GPU configurations in early design space exploration

    Performance Aware Convolutional Neural Network Channel Pruning for Embedded GPUs

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    Convolutional Neural Networks (CNN) are becoming a common presence in many applications and services, due to their superior recognition accuracy. They are increasingly being used on mobile devices, many times just by porting large models designed for server space, although several model compression techniques have been considered. One model compression technique intended to reduce computations is channel pruning. Mobile and embedded systems now have GPUs which are ideal for the parallel computations of neural networks and for their lower energy cost per operation. Specialized libraries perform these neural network computations through highly optimized routines. As we find in our experiments, these libraries are optimized for the most common network shapes, making uninstructed channel pruning inefficient. We evaluate higher level libraries, which analyze the input characteristics of a convolutional layer, based on which they produce optimized OpenCL (Arm Compute Library and TVM) and CUDA (cuDNN) code. However, in reality, these characteristics and subsequent choices intended for optimization can have the opposite effect. We show that a reduction in the number of convolutional channels, pruning 12% of the initial size, is in some cases detrimental to performance, leading to 2× slowdown. On the other hand, we also find examples where performance-aware pruning achieves the intended results, with performance speedups of 3× with cuDNN and above 10× with Arm Compute Library and TVM. Our findings expose the need for hardware-instructed neural network pruning

    Navigating the Landscape for Real-time Localisation and Mapping for Robotics, Virtual and Augmented Reality

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    Visual understanding of 3D environments in real-time, at low power, is a huge computational challenge. Often referred to as SLAM (Simultaneous Localisation and Mapping), it is central to applications spanning domestic and industrial robotics, autonomous vehicles, virtual and augmented reality. This paper describes the results of a major research effort to assemble the algorithms, architectures, tools, and systems software needed to enable delivery of SLAM, by supporting applications specialists in selecting and configuring the appropriate algorithm and the appropriate hardware, and compilation pathway, to meet their performance, accuracy, and energy consumption goals. The major contributions we present are (1) tools and methodology for systematic quantitative evaluation of SLAM algorithms, (2) automated, machine-learning-guided exploration of the algorithmic and implementation design space with respect to multiple objectives, (3) end-to-end simulation tools to enable optimisation of heterogeneous, accelerated architectures for the specific algorithmic requirements of the various SLAM algorithmic approaches, and (4) tools for delivering, where appropriate, accelerated, adaptive SLAM solutions in a managed, JIT-compiled, adaptive runtime context.Comment: Proceedings of the IEEE 201
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