Title: Data Analysis and Visualization
1Data Analysis and Visualization
Numerical Simulations Using Programmable GPUs
Stan Tomov
September 5, 2003
2Outline
- Motivation
- Literature review
- The graphics pipeline
- Programmable GPUs
- Block diagram of nVidia's GeForce FX
- Some probability based simulations - Monte
Carlo simulations - - Ising model
- - Percolation model
- Implementation
- Performance results and analysis
- Extensions and future work
- Conclusions
3Motivation
The GPUs have
- High flops count (nVidia has listed 200Gflops
theoretical speed for NV30) - Compatible price performance (0.1 cents per M
flop) - High rate of performance increase over time
(doubling every 6 months)
Table 1. GPU vs CPU in rendering polygons.
The GPU (Quadro2 Pro) is approximately 30 times
faster than the CPU (Pentium III, 1 GHz) in
rendering polygonal data of various sizes.
Explore the possibility of extending GPUs' use to
non-graphics applications
4Literature review
Using graphics hardware for non-graphics
applications
- Cellular automata
- Reaction-diffusion simulation (Mark Harris,
University of North Carolina) - Matrix multiply (E. Larsen and D. McAllister,
University of North Carolina) - Lattice Boltzmann computation (Wei Li, Xiaoming
Wei, and Arie Kaufman, Stony Brook) - CG and multigrid (J. Bolz et al, Caltech, and N.
Goodnight et al, University of Virginia) - Convolution (University of Stuttgart)
Performance results
- Significant speedup of GPU vs CPU are reported
if the GPU performs - low precision computations (30 to 60 times
depends on the configuration) - The fact that the operations are low precision
is often skipped which may be confusing - - NCSA, University of Illinois assembled a
50,000 supercomputer out of 70 PlayStation 2 - consoles, which could theoretically
deliver 0.5 trillion operations/second - - also, currently 200 GPUs are capable of
1.2 trillion op/s - GPUs flops performance is comparable to the
CPUs
5The graphics pipeline
6Programmable GPUs
(in particular NV30)
- Support floating point operations
- Vertex program
- - Replaces fixed-function pipeline for
vertices - - Manipulates single vertex data
- - Executes for every vertex
- Fragment program
- - Similar to vertex program but for pixels
- Programming in Cg
- - High level language
- - Looks like C
- Portable
- Compiles Cg programs to assembly code
7Block diagram of GeForce FX
- AGP 8x graphics bus bandwidth 2.1GB/s
- Local memory bandwidth 16 GB/s
- Chip officially clocked at 500 MHz
- Vertex processor - execute vertex shaders
or emulate fixed transfor- mations and
lighting (TL) - Pixel processor - execute pixel shaders or
emulate fixed shaders - 2 int 1 float ops or
2 texture accesses/clock circle - Texture color interpolators - interpolate
texture coordinates and color values
- Performance (on processing 4D vectors)
- Vertex ops/sec - 1.5 Gops
- Pixel ops/sec - 8 Gops (int), or 4 Gops
(float)
Hardware at Digit-Life.com, NVIDIA GeForce FX, or
"Cinema show started", November 18, 2002.
8Monte Carlo simulations
- Used in variety of simulations in physics,
finance, chemistry, etc. - Based on probability statistics and use random
numbers - A classical example compute area of a circle
- Computation of expected values
- N can be very large on a 1024 x 1024
lattice of particles, every - particle modeled to have k states, N
- Random number generation. We used linear
congruential type - generator
(1)
9Ising model
- Simplified model for magnets (introduced by
Wilhelm Lenz in 1920, - further studied by his student Ernst Ising)
- Modeled on 2D lattice with a spin
(corresponding to orientation of electrons) - at every cell pointing up or down
- Uses temperature to couple 2 opposing physical
principles - - minimization of the system's energy
- - entropy maximization
- Want to compute
- - expected magnetization
- - expected energy
- Evolve the system into higher probability
states and compute - expected values as average over those states
- - evolving from state to state, based on
certain probability decision, is related to so
called Markov chains - W.Gilks, S.Richardson, and D.Spiegelhalter
(Editors), Markov chain Monte Carlo in Practice,
ChapmanHall, 1996.
10Ising model computational procedure
- Choose an absolute temperature of interest T (in
Kelvin) - Color lattice in a checkerboard manner
- Start consecutive black and white sweeps
- Change the spin at a site based on the procedure
- 1. Denote current state as S, the state with
flipped spin as S' - 2. Compute
- 3. If accept S'
- else generate and
accept S' if, - where P(S) is given by the Boltzmann
probability distribution function
11Percolation model
- First studied by Broadbent and Hemmercley in
1957 - Used in studies of disordered medium (usually
specified by a probability distribution) - Applied in studies of various phenomena such as
spread of diseases, flow in porous media,
forest fire propagation, clustering, etc. - Of particular interest are
- - media modeling threshold after which there
exists a spanning cluster - - relations between different media models
- - time to reach steady state spanning cluster
12Implementation
Approaches
- Pure OpenGL (simulations using the
fixed-function pipeline) - Shaders in assembly
- Shaders in Cg
Dynamic texturing
- Create a texture T (think of a 2D lattice)
- Loop
- - Render an image using T (in an off-screen
buffer) - - Update T from the resulting image
13Performance results and analysis
- Time in s. (approximate) for different vector
flops on the GPU
256x256 512x512
traffic 0.00063 0.0024
, -, , / 0.00010 0.0003
cos, sin 0.00026 0.0010
log, exp 0.00045 0.0015
if, ? 0.00016 0.0008
- 48 B per node speed limited by
- GPUs memory speed (16 GB/s)
? 3.5 Gflops
? 20 x faster then CPU but the operations are of
low accuracy
- Time in s. (approximate) including traffic for
different vector flops on the CPU
256x256 512x512 1024x1024
, -, , / 0.0011 0.0046 0.017
cos, sin 0.0540 0.0650 0.267
log, exp 0.0609 0.1100 0.426
?32 B per node speed limited by CPUs
memory speed (4.2 GB/s)
14Performance results and analysis
- GPU and CPU (2.8 GHz) performance on the Ising
model
Lattice size (not necessary power of 2) Lattice size (not necessary power of 2) Lattice size (not necessary power of 2) Lattice size (not necessary power of 2) Lattice size (not necessary power of 2)
64x64 128x128 256x256 512x512 1024x1024
GPU sec/frame 0.0006 0.0023 0.0081 0.033 0.14
CPU no opt. 0.0009 0.0024 0.0083 0.032 0.13
CPU with O4 0.0008 0.0020 0.0069 0.026 0.10
GPU instr./sec 0.55 G 0.57 G 0.66 G 0.63 G 0.61 G
- ? 2.64 Gflops, i.e. 15 GPU theoretical power
utilization (too many ifs) - if (flag)
exec. time time to compute the block even if
flag 0 - Performance compatible with visualization
related sample shaders from nVidia - Cg assembly
- - Performance is the same for using runtime Cg
or the generated assembly code - - The assembly code generated is not optimal
we found cases where the code could be
optimized and performance increased
15Extensions and future work
- Code optimization (through optimization of Cg
generated assembly) - More applications
- - QCD ?
- - Fluid flow ?
- Parallel algorithms (or just as a coprocessor)
- - domain decomposition type in cluster
environment - - Motivation communication rates CPU
GPU for lattices of different sizes in seconds
64x64 128x128 256x256 512x512 ? speed
Read bdr (glReadPixels) 0.00016 0.0002 0.0006 0.0024 14 MB/s
Read all (glReadPixels) 0.00040 0.0015 0.0062 0.0250 167 MB/s
Write bdr (glDrawPixels) 0.00022 0.0003 0.0007 0.0024 14 MB/s
Write all (glTexSubImage2D) 0.00020 0.0008 0.0032 0.0120 350 MB/s
Write bdr (glTexSubImage2D) 0.00050 0.0020 0.0071 0.0250 1.3 MB/s
Not a bottleneck in cluster with 1Gbit network
16Conclusions
- GPUs have higher rate of performance increase
over time than CPUs - - always appealing as research for the
future - In certain applications GPUs are 30 to 60 times
faster than CPUs - for low precision computations (depending on
configuration) - For certain floating point applications GPUs
and CPUs performance is comparable - - can be used as coprocessor
- GPUs are often constrained in memory, but
- Preliminary results show it is feasible to use
GPUs in parallel - Cg is a convenient tool (but cgc could be
optimized) - It is feasible to use GPUs for numerical
simulations - - we demonstrated it by implementing 2 models
(with many applications), and - - used the implementation in benchmarking
NV30 and Cg