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Christopher J. Fluke

Publications and source records attributed to Christopher J. Fluke.

31 records · Page 2Linked to original sources

Spotting Radio Transients with the help of GPUs

Exploration of the time-domain radio sky has huge potential for advancing our knowledge of the dynamic universe. Past surveys have discovered large numbers of pulsars, rotating radio transients and other transient radio phenomena; however, they have typically relied upon off-line processing to cope with the high data and processing rate. This paradigm rules out the possibility of obtaining high-resolution base-band dumps of significant events or of performing immediate follow-up observations, limiting analysis power to what can be gleaned from detection data alone. To overcome this limitation, real-time processing and detection of transient radio events is required. By exploiting the significant computing power of modern graphics processing units (GPUs), we are developing a transient-detection pipeline that runs in real-time on data from the Parkes radio telescope. In this paper we discuss the algorithms used in our pipeline, the details of their implementation on the GPU and the challenges posed by the presence of radio frequency interference.

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Accelerating the Rate of Astronomical Discovery with GPU-Powered Clusters

In recent years, the Graphics Processing Unit (GPU) has emerged as a low-cost alternative for high performance computing, enabling impressive speed-ups for a range of scientific computing applications. Early adopters in astronomy are already benefiting in adapting their codes to take advantage of the GPU's massively parallel processing paradigm. I give an introduction to, and overview of, the use of GPUs in astronomy to date, highlighting the adoption and application trends from the first ~100 GPU-related publications in astronomy. I discuss the opportunities and challenges of utilising GPU computing clusters, such as the new Australian GPU supercomputer, gSTAR, for accelerating the rate of astronomical discovery.

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Scientific Visualization in Astronomy: Towards the Petascale Astronomy Era

Astronomy is entering a new era of discovery, coincident with the establishment of new facilities for observation and simulation that will routinely generate petabytes of data. While an increasing reliance on automated data analysis is anticipated, a critical role will remain for visualization-based knowledge discovery. We have investigated scientific visualization applications in astronomy through an examination of the literature published during the last two decades. We identify the two most active fields for progress - visualization of large-N particle data and spectral data cubes - discuss open areas of research, and introduce a mapping between astronomical sources of data and data representations used in general purpose visualization tools. We discuss contributions using high performance computing architectures (e.g: distributed processing and GPUs), collaborative astronomy visualization, the use of workflow systems to store metadata about visualization parameters, and the use of advanced interaction devices. We examine a number of issues that may be limiting the spread of scientific visualization research in astronomy and identify six grand challenges for scientific visualization research in the Petascale Astronomy Era.

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Shape, shear and flexion II - Quantifying the flexion formalism for extended sources with the ray-bundle method

Flexion-based weak gravitational lensing analysis is proving to be a useful adjunct to traditional shear-based techniques. As flexion arises from gradients across an image, analytic and numerical techniques are required to investigate flexion predictions for extended image/source pairs. Using the Schwarzschild lens model, we demonstrate that the ray-bundle method for gravitational lensing can be used to accurately recover second flexion, and is consistent with recovery of zero first flexion. Using lens plane to source plane bundle propagation, we find that second flexion can be recovered with an error no worse than 1% for bundle radii smaller than Δθ = 0.01 θ_E and lens plane impact pararameters greater than θ_E + Δθ, where θ_E is the angular Einstein radius. Using source plane to lens plane bundle propagation, we demonstrate the existence of a preferred flexion zone. For images at radii closer to the lens than the inner boundary of this zone, indicative of the true strong lensing regime, the flexion formalism should be used with caution (errors greater than 5% for extended image/source pairs). We also define a shear zone boundary, beyond which image shapes are essentially indistinguishable from ellipses (1% error in ellipticity). While suggestive that a traditional weak lensing analysis is satisfactory beyond this boundary, a potentially detectable non-zero flexion signal remains.

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Fitting Galaxies on GPUs

Structural parameters are normally extracted from observed galaxies by fitting analytic light profiles to the observations. Obtaining accurate fits to high-resolution images is a computationally expensive task, requiring many model evaluations and convolutions with the imaging point spread function. While these algorithms contain high degrees of parallelism, current implementations do not exploit this property. With evergrowing volumes of observational data, an inability to make use of advances in computing power can act as a constraint on scientific outcomes. This is the motivation behind our work, which aims to implement the model-fitting procedure on a graphics processing unit (GPU). We begin by analysing the algorithms involved in model evaluation with respect to their suitability for modern many-core computing architectures like GPUs, finding them to be well-placed to take advantage of the high memory bandwidth offered by this hardware. Following our analysis, we briefly describe a preliminary implementation of the model fitting procedure using freely-available GPU libraries. Early results suggest a speed-up of around 10x over a CPU implementation. We discuss the opportunities such a speed-up could provide, including the ability to use more computationally expensive but better-performing fitting routines to increase the quality and robustness of fits.

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Visualisation and Analysis Challenges for WALLABY

Visualisation and analysis of terabyte-scale datacubes, as will be produced with the Australian Square Kilometre Array Pathfinder (ASKAP), will pose challenges for existing astronomy software and the work practices of astronomers. Focusing on the proposed outcomes of WALLABY (Widefield ASKAP L-Band Legacy All-Sky Blind Survey), and using lessons learnt from HIPASS (HI Parkes All Sky Survey), we identify issues that astronomers will face with WALLABY data cubes. We comment on potential research directions and possible solutions to these challenges.

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Astrophysical Supercomputing with GPUs: Critical Decisions for Early Adopters

General purpose computing on graphics processing units (GPGPU) is dramatically changing the landscape of high performance computing in astronomy. In this paper, we identify and investigate several key decision areas, with a goal of simplyfing the early adoption of GPGPU in astronomy. We consider the merits of OpenCL as an open standard in order to reduce risks associated with coding in a native, vendor-specific programming environment, and present a GPU programming philosophy based on using brute force solutions. We assert that effective use of new GPU-based supercomputing facilities will require a change in approach from astronomers. This will likely include improved programming training, an increased need for software development best-practice through the use of profiling and related optimisation tools, and a greater reliance on third-party code libraries. As with any new technology, those willing to take the risks, and make the investment of time and effort to become early adopters of GPGPU in astronomy, stand to reap great benefits.

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Analysing Astronomy Algorithms for GPUs and Beyond

Astronomy depends on ever increasing computing power. Processor clock-rates have plateaued, and increased performance is now appearing in the form of additional processor cores on a single chip. This poses significant challenges to the astronomy software community. Graphics Processing Units (GPUs), now capable of general-purpose computation, exemplify both the difficult learning-curve and the significant speedups exhibited by massively-parallel hardware architectures. We present a generalised approach to tackling this paradigm shift, based on the analysis of algorithms. We describe a small collection of foundation algorithms relevant to astronomy and explain how they may be used to ease the transition to massively-parallel computing architectures. We demonstrate the effectiveness of our approach by applying it to four well-known astronomy problems: Hogbom CLEAN, inverse ray-shooting for gravitational lensing, pulsar dedispersion and volume rendering. Algorithms with well-defined memory access patterns and high arithmetic intensity stand to receive the greatest performance boost from massively-parallel architectures, while those that involve a significant amount of decision-making may struggle to take advantage of the available processing power.

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Advanced Architectures for Astrophysical Supercomputing

Astronomers have come to rely on the increasing performance of computers to reduce, analyze, simulate and visualize their data. In this environment, faster computation can mean more science outcomes or the opening up of new parameter spaces for investigation. If we are to avoid major issues when implementing codes on advanced architectures, it is important that we have a solid understanding of our algorithms. A recent addition to the high-performance computing scene that highlights this point is the graphics processing unit (GPU). The hardware originally designed for speeding-up graphics rendering in video games is now achieving speed-ups of $O(100\times)$ in general-purpose computation -- performance that cannot be ignored. We are using a generalized approach, based on the analysis of astronomy algorithms, to identify the optimal problem-types and techniques for taking advantage of both current GPU hardware and future developments in computing architectures.

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GPU-Based Volume Rendering of Noisy Multi-Spectral Astronomical Data

Traditional analysis techniques may not be sufficient for astronomers to make the best use of the data sets that current and future instruments, such as the Square Kilometre Array and its Pathfinders, will produce. By utilizing the incredible pattern-recognition ability of the human mind, scientific visualization provides an excellent opportunity for astronomers to gain valuable new insight and understanding of their data, particularly when used interactively in 3D. The goal of our work is to establish the feasibility of a real-time 3D monitoring system for data going into the Australian SKA Pathfinder archive. Based on CUDA, an increasingly popular development tool, our work utilizes the massively parallel architecture of modern graphics processing units (GPUs) to provide astronomers with an interactive 3D volume rendering for multi-spectral data sets. Unlike other approaches, we are targeting real time interactive visualization of datasets larger than GPU memory while giving special attention to data with low signal to noise ratio - two critical aspects for astronomy that are missing from most existing scientific visualization software packages. Our framework enables the astronomer to interact with the geometrical representation of the data, and to control the volume rendering process to generate a better representation of their datasets.

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Visualization-Directed Interactive Model-Fitting to Spectral Data Cubes

Spectral datasets obtained at radio frequencies and optical/IR wavelengths are increasing in complexity as new facilities and instruments come online, resulting in an increased need to visualize and quantitatively analyze the velocity structures. As the visible structure in spectral data cubes is not purely spatial, additional insight is required to relate structures in 2D space plus line-of-sight velocity to their true three-dimensional (3D) structures. This can be achieved through the use of models that are converted to velocity-space representations. We have used the S2PLOT programming library to enable intuitive, interactive comparison between 3D models and spectral data, with potential for improved understanding of the spatial configurations. We also report on the use of 3D Cartesian shapelets to support quantitative analysis.

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Teraflop per second gravitational lensing ray-shooting using graphics processing units

Gravitational lensing calculation using a direct inverse ray-shooting approach is a computationally expensive way to determine magnification maps, caustic patterns, and light-curves (e.g. as a function of source profile and size). However, as an easily parallelisable calculation, gravitational ray-shooting can be accelerated using programmable graphics processing units (GPUs). We present our implementation of inverse ray-shooting for the NVIDIA G80 generation of graphics processors using the NVIDIA Compute Unified Device Architecture (CUDA) software development kit. We also extend our code to multiple-GPU systems, including a 4-GPU NVIDIA S1070 Tesla unit. We achieve sustained processing performance of 182 Gflop/s on a single GPU, and 1.28 Tflop/s using the Tesla unit. We demonstrate that billion-lens microlensing simulations can be run on a single computer with a Tesla unit in timescales of order a day without the use of a hierarchical tree code.

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Incorporating interactive 3-dimensional graphics in astronomy research papers

Most research data collections created or used by astronomers are intrinsically multi-dimensional. In contrast, all visual representations of data presented within research papers are exclusively 2-dimensional. We present a resolution of this dichotomy that uses a novel technique for embedding 3-dimensional (3-d) visualisations of astronomy data sets in electronic-format research papers. Our technique uses the latest Adobe Portable Document Format extensions together with a new version of the S2PLOT programming library. The 3-d models can be easily rotated and explored by the reader and, in some cases, modified. We demonstrate example applications of this technique including: 3-d figures exhibiting subtle structure in redshift catalogues, colour-magnitude diagrams and halo merger trees; 3-d isosurface and volume renderings of cosmological simulations; and 3-d models of instructional diagrams and instrument designs.

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