• Title/Summary/Keyword: Graphical Processing Unit

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Accelerating Group Fusion for Ligand-Based Virtual Screening on Multi-core and Many-core Platforms

  • Mohd-Hilmi, Mohd-Norhadri;Al-Laila, Marwah Haitham;Hassain Malim, Nurul Hashimah Ahamed
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.724-740
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    • 2016
  • The performance issues of screening large database compounds and multiple query compounds in virtual screening highlight a common concern in Chemoinformatics applications. This study investigates these problems by choosing group fusion as a pilot model and presents efficient parallel solutions in parallel platforms, specifically, the multi-core architecture of CPU and many-core architecture of graphical processing unit (GPU). A study of sequential group fusion and a proposed design of parallel CUDA group fusion are presented in this paper. The design involves solving two important stages of group fusion, namely, similarity search and fusion (MAX rule), while addressing embarrassingly parallel and parallel reduction models. The sequential, optimized sequential and parallel OpenMP of group fusion were implemented and evaluated. The outcome of the analysis from these three different design approaches influenced the design of parallel CUDA version in order to optimize and achieve high computation intensity. The proposed parallel CUDA performed better than sequential and parallel OpenMP in terms of both execution time and speedup. The parallel CUDA was 5-10x faster than sequential and parallel OpenMP as both similarity search and fusion MAX stages had been CUDA-optimized.

Implementation of OpenVG Accelerator based on Multi-Core GP-GPU (멀티코어 GP-GPU 기반의 OpenVG 가속기 구현)

  • Lee, Kwang-Yeob;Park, Jong-Il;Lee, Chan-Ho
    • Journal of IKEEE
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    • v.15 no.3
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    • pp.248-254
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    • 2011
  • Recently, processing burden of CPU is growing because of graphical user interface according to enhance the performance of mobile devices and various graphical effects and creation of contents with 3D graphical effect or Flash animation. Therefore, the GPU are introduced to mobile device for support to variety contents. In this paper, OpenVG accelerator was implemented based on multi-core GP-GPU. OpenVG accelerator is verified using the sample image provided by Khronos group, and overall function is processed by only instruction set without dedicate hardware. The performance of processing the Tiger Image was 2 frames/sec.

Design of Special Function Unit for Vectorized SIMD Programmable Unified Shader (벡터화된 SIMD 프로그램어블 통합 셰이더를 위한 특수 함수 유닛 설계)

  • Jung, Jin-Ha;Kim, Kyeong-Seob;Yun, Jeong-Hee;Seo, Jang-Won;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.5
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    • pp.56-70
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    • 2010
  • Rendering technique generating 2 dimensional image to give reality and high performance graphical processor for efficient processing of massive data are necessary to support realistic 3 dimensional graphical image. Recently, graphical hardwares have evolved rapidly. This enables high quality rendering effect that we were unable to process in realtime. Improving shading technique enabled us to render realistic images but still much time is required for this process. Multiple operational units are being integrated in a graphical processor for effective floating point operation using massive data to process almost real looking images. In this paper, we have designed and implemented a special functional unit to support high quality 3 dimensional computer graphic image on programmable integrated shader processor. We have done evaluation through functional level simulation of designed special functional unit. Hardware resource usage rate and execution speed are measured implementing directly on FPGA Virtex-4(xc4vlx200).

BCDR algorithm for network estimation based on pseudo-likelihood with parallelization using GPU (유사가능도 기반의 네트워크 추정 모형에 대한 GPU 병렬화 BCDR 알고리즘)

  • Kim, Byungsoo;Yu, Donghyeon
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.2
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    • pp.381-394
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    • 2016
  • Graphical model represents conditional dependencies between variables as a graph with nodes and edges. It is widely used in various fields including physics, economics, and biology to describe complex association. Conditional dependencies can be estimated from a inverse covariance matrix, where zero off-diagonal elements denote conditional independence of corresponding variables. This paper proposes a efficient BCDR (block coordinate descent with random permutation) algorithm using graphics processing units and random permutation for the CONCORD (convex correlation selection method) based on the BCD (block coordinate descent) algorithm, which estimates a inverse covariance matrix based on pseudo-likelihood. We conduct numerical studies for two network structures to demonstrate the efficiency of the proposed algorithm for the CONCORD in terms of computation times.

The Development of Launch Vehicle Simulator Using an Object-orinted Design (객체지향 설계론을 이용한 발사체 시뮬레이터 개발)

  • Choi Won;Chung Hae uk;Seo Jin-Ho;Hong Il-Hee
    • Proceedings of the Korea Society for Simulation Conference
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    • 2005.05a
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    • pp.106-111
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    • 2005
  • LCC(Launch Control Center) in NARO Space Center perform a data monitoring and control through the interface to the external system of launch vehicle. Launch Control function needs a high reliability and processing speed. Hence, LCC's remote control system configure a real time system. An important role of the Simulation system is discovering a risk element and minimize it When developing a launch control system. Also, secure a development technique to solve the risks. Launch Vehicle simulator is composed of various component at characteristic of the Launch Vehicle. To be like this each function component the developer will be able to develop easily in order, it using the LabVIEW which is a Graphical Program and it programs, The LabVIEW GOOP(Graphical Object-orinted Programming) which supports an Object-orinted programming it uses with the Component it develops will have a strong point which reusability and a unit test, maintenance, size of program and individual developments.

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The GPU-based Parallel Processing Algorithm for Fast Inspection of Semiconductor Wafers (반도체 웨이퍼 고속 검사를 위한 GPU 기반 병렬처리 알고리즘)

  • Park, Youngdae;Kim, Joon Seek;Joo, Hyonam
    • Journal of Institute of Control, Robotics and Systems
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    • v.19 no.12
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    • pp.1072-1080
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    • 2013
  • In a the present day, many vision inspection techniques are used in productive industrial areas. In particular, in the semiconductor industry the vision inspection system for wafers is a very important system. Also, inspection techniques for semiconductor wafer production are required to ensure high precision and fast inspection. In order to achieve these objectives, parallel processing of the inspection algorithm is essentially needed. In this paper, we propose the GPU (Graphical Processing Unit)-based parallel processing algorithm for the fast inspection of semiconductor wafers. The proposed algorithm is implemented on GPU boards made by NVIDIA Company. The defect detection performance of the proposed algorithm implemented on the GPU is the same as if by a single CPU, but the execution time of the proposed method is about 210 times faster than the one with a single CPU.

GPU Resource Contention Management Technique for Simultaneous GPU Tasks in the Container Environments with Share the GPU (GPU를 공유하는 컨테이너 환경에서 GPU 작업의 동시 실행을 위한 GPU 자원 경쟁 관리기법)

  • Kang, Jihun
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.333-344
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    • 2022
  • In a container-based cloud environment, multiple containers can share a graphical processing unit (GPU), and GPU sharing can minimize idle time of GPU resources and improve resource utilization. However, in a cloud environment, GPUs, unlike CPU or memory, cannot logically multiplex computing resources to provide users with some of the resources in an isolated form. In addition, containers occupy GPU resources only when performing GPU operations, and resource usage is also unknown because the timing or size of each container's GPU operations is not known in advance. Containers unrestricted use of GPU resources at any given point in time makes managing resource contention very difficult owing to where multiple containers run GPU tasks simultaneously, and GPU tasks are handled in black box form inside the GPU. In this paper, we propose a container management technique to prevent performance degradation caused by resource competition when multiple containers execute GPU tasks simultaneously. Also, this paper demonstrates the efficiency of container management techniques that analyze and propose the problem of degradation due to resource competition when multiple containers execute GPU tasks simultaneously through experiments.

The Properties of Mortar Mixtures Blended with Natural, Crushed, and Recycled Fine Aggregates for Building Construction Materials

  • Yu, Myoung-Youl;Lee, Jae-Yong;Chung, Chul-Woo
    • Journal of the Korea Institute of Building Construction
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    • v.12 no.1
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    • pp.73-86
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    • 2012
  • In this research, the possible applicability of mixture blended with natural, crushed, and recycled fine aggregate are discussed. The fresh and hardened properties of mortar using blended fine aggregates are monitored depending on various blending ratio of fine aggregates. Newly developed ternary diagram was also utilized for better interpretation of the data. It was found that air content increased and unit weight decreased as recycled fine aggregate content increased. With moisture type processing of recycled fine aggregate, the mortar flow was not negatively affected by increase in the recycled fine aggregate content. The ternary diagram is found to be an effective graphical presentation tool that can be used for the quality evaluation of mortar using blended fine aggregate.

A Study on the Performance Improvement of Software Digital Filter using GPU (GPU를 이용한 소프트웨어 디지털 필터의 성능개선에 관한 연구)

  • Yeom, Jae-Hwan;Oh, Se-Jin;Roh, Duk-Gyoo;Jung, Dong-Kyu;Hwang, Ju-Yeon;Oh, Chungsik;Kim, Hyo-Ryoung
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.4
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    • pp.153-161
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    • 2018
  • This paper describes the performance improvement of Software (SW) digital filter using GPU (Graphical Processing Unit). The previous developed SW digital filter has a problem that it operates on a CPU (Central Processing Unit) basis and has a slow speed. The GPU was introduced to filter the data of the EAVN (East Asian VLBI Network) observation to improve the operation speed and to process data with other stations through filtering, respectively. In order to enhance the computational speed of the SW digital filter, NVIDIA Titan V GPU board with built-in Tensor Core is used. The processing speed of about 0.78 (1Gbps, 16MHz BW, 16-IF) and 1.1 (2Gbps, 32MHz BW, 16-IF) times for the observing time was achieved by filtering the 95 second observation data of 2 Gbps (512 MHz BW, 1-IF), respectively. In addition, 2Gbps data is digitally filtered for the 1 and 2Gbps simultaneously observed with KVN (Korean VLBI Network), and compared with the 1Gbps, we obtained similar values such as cross power spectrum, phase, and SNR (Signal to Noise Ratio). As a result, the effectiveness of developed SW digital filter using GPU in this research was confirmed for utilizing the data processing and analysis. In the future, it is expected that the observation data will be able to be filtered in real time when the distributed processing optimization of source code for using multiple GPU boards.

A 3D graphic pipelines with an efficient clipping algorithm (효율적인 클리핑 기능을 갖는 3차원 그래픽 파이프라인 구조)

  • Lee, Chan-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.45 no.8
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    • pp.61-66
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    • 2008
  • Recently, portable devices which require small area and low power consumption employ applications using 3D graphics such as 3D games and 3D graphical user interfaces. We propose an efficient clipping engine algorithm which is suitable in 3D graphics pipeline. The clipping operation is divided into two steps: one is the selection process in the transformation engine and the other is the pixel clipping process in the scan conversion unit. The clipping operation is possible with addition of simple comparator. The clipping for the Y-axis is achieved in the edge walk stage and that for the X and Z-axis is performed in the span processing. The proposed clipping algorithm reduces the operation cycles and the area of of 3D graphics pipelines. We designed a 3D graphics pipeline with the proposed clipping algorithm using Verilog-HDL and verifies the operation using an FPGA.