Related papers: A sparse octree gravitational N-body code that run…
In this paper, we aim to introduce a new perspective when comparing highly parallelized algorithms on GPU: the energy consumption of the GPU. We give an analysis of the performance of linear algebra operations, including addition of…
In this paper, we use graphics processing units(GPU) to accelerate sparse and arbitrary structured neural networks. Sparse networks have nodes in the network that are not fully connected with nodes in preceding and following layers, and…
The acceleration of sparse matrix computations on modern many-core processors, such as the graphics processing units (GPUs), has been recognized and studied over a decade. Significant performance enhancements have been achieved for many…
The Tree-Particle-Mesh (TPM) N-body algorithm couples the tree algorithm for directly computing forces on particles in an hierarchical grouping scheme with the extremely efficient mesh based PM structured approach. The combined TPM…
I describe here the performance of a parallel treecode with individual particle timesteps. The code is based on the Barnes-Hut algorithm and runs cosmological N-body simulations on parallel machines with a distributed memory architecture…
We present a scalable dissipative particle dynamics simulation code, fully implemented on the Graphics Processing Units (GPUs) using a hybrid CUDA/MPI programming model, which achieves 10-30 times speedup on a single GPU over 16 CPU cores…
The forest-of-octrees approach to parallel adaptive mesh refinement and coarsening (AMR) has recently been demonstrated in the context of a number of large-scale PDE-based applications. Although linear octrees, which store only leaf…
We present preliminary results on the parallelization of a Tree-Code for evaluating gravitational forces in N-body astrophysical systems. Our HPF/CRAFT implementation on a CRAY T3E machine attained an encouraging speed-up behavior, reaching…
DBSCAN is a well-known density-based clustering algorithm to discover arbitrary shape clusters. While conceptually simple in serial, the algorithm is challenging to efficiently parallelize on manycore GPU architectures. Common pitfalls,…
In this paper, we describe the design and performance of GRAPE-6A, a special-purpose computer for gravitational many-body simulations. It was designed to be used with a PC cluster, in which each node has one GRAPE-6A. Such configuration is…
Extracting a Construction Tree from potentially noisy point clouds is an important aspect of Reverse Engineering tasks in Computer Aided Design. Solutions based on algorithmic geometry impose constraints on usable model representations…
In this short review we present the developments over the last 5 decades that have led to the use of Graphics Processing Units (GPUs) for astrophysical simulations. Since the introduction of NVIDIA's Compute Unified Device Architecture…
We describe a new parallel N-body code for cosmological simulations. The code is based on a work- and data sharing scheme, and is implemented within the Cray Research Corporation's CRAFT programming environment. Different data distribution…
Classification using sparse oblique random forests provides guarantees on uncertainty and confidence while controlling for specific error types. However, they use more data and more compute than other tree ensembles because they create deep…
I present a new GPU implementation of the wavelet tree data structure. It includes binary rank and select support structures that provide at least 10 times higher throughput of binary rank and select queries than the best publicly available…
We present a parallel algorithm for computing the treewidth of a graph on a GPU. We implement this algorithm in OpenCL, and experimentally evaluate its performance. Our algorithm is based on an $O^*(2^{n})$-time algorithm that explores the…
Sparse graphs are ubiquitous in real and virtual worlds. With the phenomenal growth in semi-structured and unstructured data, sizes of the underlying graphs have witnessed a rapid growth over the years. Analyzing such large structures…
Processing moving object trajectories arises in many application domains and has been addressed by practitioners in the spatiotemporal database and Geographical Information System communities. In this work, we focus on a trajectory…
We present a GPU solution for exact maximal clique enumeration (MCE) that performs a search tree traversal following the Bron-Kerbosch algorithm. Prior works on parallelizing MCE on GPUs perform a breadth-first traversal of the tree, which…
Over the past few years, there has been an increased interest in including FPGAs in data centers and high-performance computing clusters along with GPUs and other accelerators. As a result, it has become increasingly important to have a…