Related papers: GAMER with out-of-core computation
GPU utilization, measured as occupancy, is limited by the parallel threads' combined usage of on-chip resources, such as registers and the programmer-managed shared memory. Higher resource demand means lower effective parallel thread count,…
The maximum entropy method (MEM) is a well known deconvolution technique in radio-interferometry. This method solves a non-linear optimization problem with an entropy regularization term. Other heuristics such as CLEAN are faster but highly…
GPU compilers are complex software programs with many optimizations specific to target hardware. These optimizations are often controlled by heuristics hand-designed by compiler experts using time- and resource-intensive processes. In this…
Immersed boundary methods (IBMs) facilitate the simulation of flows around stationary, moving, and deforming bodies on Cartesian grids. However, extending these simulations to the large grid sizes required for realistic flow problems…
Game engines are tools to facilitate video game development. They provide graphics, sound, and physics simulation features, which would have to be otherwise implemented by developers. Even though essential for modern commercial video game…
While large neural networks demonstrate higher performance in various tasks, training large networks is difficult due to limitations on GPU memory size. We propose a novel out-of-core algorithm that enables faster training of extremely…
As the need for computational power and efficiency rises, parallel systems become increasingly popular among various scientific fields. While multiple core-based architectures have been the center of attention for many years, the rapid…
We introduce Arbor, a performance portable library for simulation of large networks of multi-compartment neurons on HPC systems. Arbor is open source software, developed under the auspices of the HBP. The performance portability is by…
Many recent practical and theoretical breakthroughs focus on adversarial team multi-player games (ATMGs) in ex ante correlation scenarios. In this setting, team members are allowed to coordinate their strategies only before the game starts.…
We design a novel algorithm for solving Mean-Payoff Games (MPGs). Besides solving an MPG in the usual sense, our algorithm computes more information about the game, information that is important with respect to applications. The weights of…
Kernel methods provide an elegant and principled approach to nonparametric learning, but so far could hardly be used in large scale problems, since na\"ive implementations scale poorly with data size. Recent advances have shown the benefits…
In this article, Conway's Game of Life using OpenMP parallel processing to simulate several different parallel methods, experimental performance results and compare to find the optimal solution of the parallelization of the Game of Life.…
We present an efficient implementation for running three-dimensional numerical simulations of fluid-structure interaction problems on single GPUs, based on Nvidia CUDA through Numba and Python. The incompressible flow around moving bodies…
We introduce a fusion of GPU accelerated primal heuristics for Mixed Integer Programming. Leveraging GPU acceleration enables exploration of larger search regions and faster iterations. A GPU-accelerated PDLP serves as an approximate LP…
In recent years graphical processing units (GPUs) have become a powerful tool in scientific computing. Their potential to speed up highly parallel applications brings the power of high performance computing to a wider range of users.…
Can agents be trained to answer difficult mathematical questions by playing a game? We consider the integer feasibility problem, a challenge of deciding whether a system of linear equations and inequalities has a solution with integer…
BATSRUS, our state-of-the-art extended magnetohydrodynamic code, is the most used and one of the most resource-consuming models in the Space Weather Modeling Framework. It has always been our objective to improve its efficiency and speed…
We have developed GPU versions for two major high-performance-computing (HPC) applications originating from two different scientific domains. GENE is a plasma microturbulence code which is employed for simulations of nuclear fusion plasmas.…
Stencil computations are widely used in HPC applications. Today, many HPC platforms use GPUs as accelerators. As a result, understanding how to perform stencil computations fast on GPUs is important. While implementation strategies for…
Modern heterogeneous high-performance computing (HPC) systems powered by advanced graphics processing unit (GPU) architectures enable accelerating computing with unprecedented performance and scalability. Here, we present a GPU-accelerated…