scholarly journals GPU accelerated computation of fast spectral transforms

2011 ◽  
Vol 24 (3) ◽  
pp. 483-499
Author(s):  
Dusan Gajic ◽  
Radomir Stankovic

This paper discusses techniques for accelerated computation of several fast spectral transforms on graphics processing units (GPUs) using the Open Computing Language (OpenCL). We present a reformulation of fast algorithms which takes into account peculiar properties of transforms to make them suitable for the GPU implementation. A special attention is paid to the organization of computations, memory transfer reductions, impact of integer and Boolean arithmetic, different structure of algorithms, etc. Performance of the GPU implementations is compared with the classical C/C++ implementations for the central processing unit (CPU). Experiments confirm that, even though the spectral transforms considered involve only simple arithmetic, significant speedups are achieved by implementing the algorithms in OpenCL and performing them on the GPU.

Author(s):  
Liam Dunn ◽  
Patrick Clearwater ◽  
Andrew Melatos ◽  
Karl Wette

Abstract The F-statistic is a detection statistic used widely in searches for continuous gravitational waves with terrestrial, long-baseline interferometers. A new implementation of the F-statistic is presented which accelerates the existing "resampling" algorithm using graphics processing units (GPUs). The new implementation runs between 10 and 100 times faster than the existing implementation on central processing units without sacrificing numerical accuracy. The utility of the GPU implementation is demonstrated on a pilot narrowband search for four newly discovered millisecond pulsars in the globular cluster Omega Centauri using data from the second Laser Interferometer Gravitational-Wave Observatory observing run. The computational cost is 17:2 GPU-hours using the new implementation, compared to 1092 core-hours with the existing implementation.


SIMULATION ◽  
2016 ◽  
Vol 93 (1) ◽  
pp. 69-84 ◽  
Author(s):  
Shailesh Tamrakar ◽  
Paul Richmond ◽  
Roshan M D’Souza

Agent-based models (ABMs) are increasingly being used to study population dynamics in complex systems, such as the human immune system. Previously, Folcik et al. (The basic immune simulator: an agent-based model to study the interactions between innate and adaptive immunity. Theor Biol Med Model 2007; 4: 39) developed a Basic Immune Simulator (BIS) and implemented it using the Recursive Porous Agent Simulation Toolkit (RePast) ABM simulation framework. However, frameworks such as RePast are designed to execute serially on central processing units and therefore cannot efficiently handle large model sizes. In this paper, we report on our implementation of the BIS using FLAME GPU, a parallel computing ABM simulator designed to execute on graphics processing units. To benchmark our implementation, we simulate the response of the immune system to a viral infection of generic tissue cells. We compared our results with those obtained from the original RePast implementation for statistical accuracy. We observe that our implementation has a 13× performance advantage over the original RePast implementation.


2010 ◽  
Vol 133 (2) ◽  
Author(s):  
Tobias Brandvik ◽  
Graham Pullan

A new three-dimensional Navier–Stokes solver for flows in turbomachines has been developed. The new solver is based on the latest version of the Denton codes but has been implemented to run on graphics processing units (GPUs) instead of the traditional central processing unit. The change in processor enables an order-of-magnitude reduction in run-time due to the higher performance of the GPU. The scaling results for a 16 node GPU cluster are also presented, showing almost linear scaling for typical turbomachinery cases. For validation purposes, a test case consisting of a three-stage turbine with complete hub and casing leakage paths is described. Good agreement is obtained with previously published experimental results. The simulation runs in less than 10 min on a cluster with four GPUs.


Author(s):  
Ana Moreton–Fernandez ◽  
Hector Ortega–Arranz ◽  
Arturo Gonzalez–Escribano

Nowadays the use of hardware accelerators, such as the graphics processing units or XeonPhi coprocessors, is key in solving computationally costly problems that require high performance computing. However, programming solutions for an efficient deployment for these kind of devices is a very complex task that relies on the manual management of memory transfers and configuration parameters. The programmer has to carry out a deep study of the particular data that needs to be computed at each moment, across different computing platforms, also considering architectural details. We introduce the controller concept as an abstract entity that allows the programmer to easily manage the communications and kernel launching details on hardware accelerators in a transparent way. This model also provides the possibility of defining and launching central processing unit kernels in multi-core processors with the same abstraction and methodology used for the accelerators. It internally combines different native programming models and technologies to exploit the potential of each kind of device. Additionally, the model also allows the programmer to simplify the proper selection of values for several configuration parameters that can be selected when a kernel is launched. This is done through a qualitative characterization process of the kernel code to be executed. Finally, we present the implementation of the controller model in a prototype library, together with its application in several case studies. Its use has led to reductions in the development and porting costs, with significantly low overheads in the execution times when compared to manually programmed and optimized solutions which directly use CUDA and OpenMP.


2013 ◽  
Author(s):  
Roussian R. A. Gaioso ◽  
Walid A. R. Jradi ◽  
Lauro C. M. de Paula ◽  
Wanderley De S. Alencar ◽  
Wellington S. Martins ◽  
...  

Este artigo apresenta uma implementação paralela baseada em Graphics Processing Unit (GPU) para o problema da identificação dos caminhos mínimos entre todos os pares de vértices em um grafo. A implementação é baseada no algoritmo Floyd-Warshall e tira o máximo proveito da arquitetura multithreaded das GPUs atuais. Nossa solução reduz a comunicação entre a Central Processing Unit (CPU) e a GPU, melhora a utilização dos Streaming Multiprocessors (SMs) e faz um uso intensivo de acesso aglutinado em memória para otimizar o acesso de dados do grafo. A vantagem da implementação proposta é demonstrada por vários grafos gerados aleatoriamente utilizando a ferramenta GTgraph. Grafos contendo milhares de vértices foram gerados e utilizados nos experimentos. Os resultados mostraram um excelente desempenho em diversos grafos, alcançando ganhos de até 149x, quando comparado com uma implementação sequencial, e superando implementações tradicionais por um fator de quase quatro vezes. Nossos resultados confirmam que implementações baseadas em GPU podem ser viáveis mesmo para algoritmos de grafos cujo acessos à memória e distribuição de trabalho são irregulares e causam dependência de dados.


2020 ◽  
Vol 22 (5) ◽  
pp. 1217-1235 ◽  
Author(s):  
M. Morales-Hernández ◽  
M. B. Sharif ◽  
S. Gangrade ◽  
T. T. Dullo ◽  
S.-C. Kao ◽  
...  

Abstract This work presents a vision of future water resources hydrodynamics codes that can fully utilize the strengths of modern high-performance computing (HPC). The advances to computing power, formerly driven by the improvement of central processing unit processors, now focus on parallel computing and, in particular, the use of graphics processing units (GPUs). However, this shift to a parallel framework requires refactoring the code to make efficient use of the data as well as changing even the nature of the algorithm that solves the system of equations. These concepts along with other features such as the precision for the computations, dry regions management, and input/output data are analyzed in this paper. A 2D multi-GPU flood code applied to a large-scale test case is used to corroborate our statements and ascertain the new challenges for the next-generation parallel water resources codes.


Author(s):  
Tobias Brandvik ◽  
Graham Pullan

A new three-dimensional Navier-Stokes solver for flows in turbomachines has been developed. The new solver is based on the latest version of the Denton codes, but has been implemented to run on Graphics Processing Units (GPUs) instead of the traditional Central Processing Unit (CPU). The change in processor enables an order-of-magnitude reduction in run-time due to the higher performance of the GPU. Scaling results for a 16 node GPU cluster are also presented, showing almost linear scaling for typical turbomachinery cases. For validation purposes, a test case consisting of a three-stage turbine with complete hub and casing leakage paths is described. Good agreement is obtained with previously published experimental results. The simulation runs in less than 10 minutes on a cluster with four GPUs.


2014 ◽  
Vol 2014 ◽  
pp. 1-7 ◽  
Author(s):  
Xingyi Zhang ◽  
Bangju Wang ◽  
Zhuanlian Ding ◽  
Jin Tang ◽  
Juanjuan He

Membrane algorithms are a new class of parallel algorithms, which attempt to incorporate some components of membrane computing models for designing efficient optimization algorithms, such as the structure of the models and the way of communication between cells. Although the importance of the parallelism of such algorithms has been well recognized, membrane algorithms were usually implemented on the serial computing device central processing unit (CPU), which makes the algorithms unable to work in an efficient way. In this work, we consider the implementation of membrane algorithms on the parallel computing device graphics processing unit (GPU). In such implementation, all cells of membrane algorithms can work simultaneously. Experimental results on two classical intractable problems, the point set matching problem and TSP, show that the GPU implementation of membrane algorithms is much more efficient than CPU implementation in terms of runtime, especially for solving problems with a high complexity.


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