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Paul H. J. Kelly

Publications and source records attributed to Paul H. J. Kelly.

36 records · Page 2Linked to original sources

A study of vectorization for matrix-free finite element methods

Vectorization is increasingly important to achieve high performance on modern hardware with SIMD instructions. Assembly of matrices and vectors in the finite element method, which is characterized by iterating a local assembly kernel over unstructured meshes, poses difficulties to effective vectorization. Maintaining a user-friendly high-level interface with a suitable degree of abstraction while generating efficient, vectorized code for the finite element method is a challenge for numerical software systems and libraries. In this work, we study cross-element vectorization in the finite element framework Firedrake via code transformation and demonstrate the efficacy of such an approach by evaluating a wide range of matrix-free operators spanning different polynomial degrees and discretizations on two recent CPUs using three mainstream compilers. Our experiments show that our approaches for cross-element vectorization achieve 30\% of theoretical peak performance for many examples of practical significance, and exceed 50\% for cases with high arithmetic intensities, with consistent speed-up over (intra-element) vectorization restricted to the local assembly kernels.

cs.MS↗

BIT-VO: Visual Odometry at 300 FPS using Binary Features from the Focal Plane

Focal-plane Sensor-processor (FPSP) is a next-generation camera technology which enables every pixel on the sensor chip to perform computation in parallel, on the focal plane where the light intensity is captured. SCAMP-5 is a general-purpose FPSP used in this work and it carries out computations in the analog domain before analog to digital conversion. By extracting features from the image on the focal plane, data which is digitized and transferred is reduced. As a consequence, SCAMP-5 offers a high frame rate while maintaining low energy consumption. Here, we present BIT-VO, which is, to the best of our knowledge, the first 6 Degrees of Freedom visual odometry algorithm which utilises the FPSP. Our entire system operates at 300 FPS in a natural scene, using binary edges and corner features detected by the SCAMP-5.

cs.CV↗

Architecture and performance of Devito, a system for automated stencil computation

Stencil computations are a key part of many high-performance computing applications, such as image processing, convolutional neural networks, and finite-difference solvers for partial differential equations. Devito is a framework capable of generating highly-optimized code given symbolic equations expressed in Python, specialized in, but not limited to, affine (stencil) codes. The lowering process---from mathematical equations down to C++ code---is performed by the Devito compiler through a series of intermediate representations. Several performance optimizations are introduced, including advanced common sub-expressions elimination, tiling and parallelization. Some of these are obtained through well-established stencil optimizers, integrated in the back-end of the Devito compiler. The architecture of the Devito compiler, as well as the performance optimizations that are applied when generating code, are presented. The effectiveness of such performance optimizations is demonstrated using operators drawn from seismic imaging applications.

cs.MS↗

Automated Tiling of Unstructured Mesh Computations with Application to Seismological Modelling

Sparse tiling is a technique to fuse loops that access common data, thus increasing data locality. Unlike traditional loop fusion or blocking, the loops may have different iteration spaces and access shared datasets through indirect memory accesses, such as A[map[i]] -- hence the name "sparse". One notable example of such loops arises in discontinuous-Galerkin finite element methods, because of the computation of numerical integrals over different domains (e.g., cells, facets). The major challenge with sparse tiling is implementation -- not only is it cumbersome to understand and synthesize, but it is also onerous to maintain and generalize, as it requires a complete rewrite of the bulk of the numerical computation. In this article, we propose an approach to extend the applicability of sparse tiling based on raising the level of abstraction. Through a sequence of compiler passes, the mathematical specification of a problem is progressively lowered, and eventually sparse-tiled C for-loops are generated. Besides automation, we advance the state-of-the-art by introducing: a revisited, more efficient sparse tiling algorithm; support for distributed-memory parallelism; a range of fine-grained optimizations for increased run-time performance; implementation in a publicly-available library, SLOPE; and an in-depth study of the performance impact in Seigen, a real-world elastic wave equation solver for seismological problems, which shows speed-ups up to 1.28x on a platform consisting of 896 Intel Broadwell cores.

cs.CE↗

Pangloss: a novel Markov chain prefetcher

We present Pangloss, an efficient high-performance data prefetcher that approximates a Markov chain on delta transitions. With a limited information scope and space/logic complexity, it is able to reconstruct a variety of both simple and complex access patterns. This is achieved by a highly-efficient representation of the Markov chain to provide accurate values for transition probabilities. In addition, we have added a mechanism to reconstruct delta transitions originally obfuscated by the out-of-order execution or page transitions, such as when streaming data from multiple sources. Our single-level (L2) prefetcher achieves a geometric speedup of 1.7% and 3.2% over selected state-of-the-art baselines (KPCP and BOP). When combined with an equivalent for the L1 cache (L1 & L2), the speedups rise to 6.8% and 8.4%, and 40.4% over non-prefetch. In the multi-core evaluation, there seems to be a considerable performance improvement as well.

cs.AR↗

SLAMBench2: Multi-Objective Head-to-Head Benchmarking for Visual SLAM

SLAM is becoming a key component of robotics and augmented reality (AR) systems. While a large number of SLAM algorithms have been presented, there has been little effort to unify the interface of such algorithms, or to perform a holistic comparison of their capabilities. This is a problem since different SLAM applications can have different functional and non-functional requirements. For example, a mobile phonebased AR application has a tight energy budget, while a UAV navigation system usually requires high accuracy. SLAMBench2 is a benchmarking framework to evaluate existing and future SLAM systems, both open and close source, over an extensible list of datasets, while using a comparable and clearly specified list of performance metrics. A wide variety of existing SLAM algorithms and datasets is supported, e.g. ElasticFusion, InfiniTAM, ORB-SLAM2, OKVIS, and integrating new ones is straightforward and clearly specified by the framework. SLAMBench2 is a publicly-available software framework which represents a starting point for quantitative, comparable and validatable experimental research to investigate trade-offs across SLAM systems.

cs.RO↗

Navigating the Landscape for Real-time Localisation and Mapping for Robotics and Virtual and Augmented Reality

Visual understanding of 3D environments in real-time, at low power, is a huge computational challenge. Often referred to as SLAM (Simultaneous Localisation and Mapping), it is central to applications spanning domestic and industrial robotics, autonomous vehicles, virtual and augmented reality. This paper describes the results of a major research effort to assemble the algorithms, architectures, tools, and systems software needed to enable delivery of SLAM, by supporting applications specialists in selecting and configuring the appropriate algorithm and the appropriate hardware, and compilation pathway, to meet their performance, accuracy, and energy consumption goals. The major contributions we present are (1) tools and methodology for systematic quantitative evaluation of SLAM algorithms, (2) automated, machine-learning-guided exploration of the algorithmic and implementation design space with respect to multiple objectives, (3) end-to-end simulation tools to enable optimisation of heterogeneous, accelerated architectures for the specific algorithmic requirements of the various SLAM algorithmic approaches, and (4) tools for delivering, where appropriate, accelerated, adaptive SLAM solutions in a managed, JIT-compiled, adaptive runtime context.

cs.CV↗

Algorithmic Performance-Accuracy Trade-off in 3D Vision Applications Using HyperMapper

In this paper we investigate an emerging application, 3D scene understanding, likely to be significant in the mobile space in the near future. The goal of this exploration is to reduce execution time while meeting our quality of result objectives. In previous work we showed for the first time that it is possible to map this application to power constrained embedded systems, highlighting that decision choices made at the algorithmic design-level have the most impact. As the algorithmic design space is too large to be exhaustively evaluated, we use a previously introduced multi-objective Random Forest Active Learning prediction framework dubbed HyperMapper, to find good algorithmic designs. We show that HyperMapper generalizes on a recent cutting edge 3D scene understanding algorithm and on a modern GPU-based computer architecture. HyperMapper is able to beat an expert human hand-tuning the algorithmic parameters of the class of Computer Vision applications taken under consideration in this paper automatically. In addition, we use crowd-sourcing using a 3D scene understanding Android app to show that the Pareto front obtained on an embedded system can be used to accelerate the same application on all the 83 smart-phones and tablets crowd-sourced with speedups ranging from 2 to over 12.

cs.CV↗

A structure-exploiting numbering algorithm for finite elements on extruded meshes, and its performance evaluation in Firedrake

We present a generic algorithm for numbering and then efficiently iterating over the data values attached to an extruded mesh. An extruded mesh is formed by replicating an existing mesh, assumed to be unstructured, to form layers of prismatic cells. Applications of extruded meshes include, but are not limited to, the representation of 3D high aspect ratio domains employed by geophysical finite element simulations. These meshes are structured in the extruded direction. The algorithm presented here exploits this structure to avoid the performance penalty traditionally associated with unstructured meshes. We evaluate the implementation of this algorithm in the Firedrake finite element system on a range of low compute intensity operations which constitute worst cases for data layout performance exploration. The experiments show that having structure along the extruded direction enables the cost of the indirect data accesses to be amortized after 10-20 layers as long as the underlying mesh is well-ordered. We characterise the resulting spatial and temporal reuse in a representative set of both continuous-Galerkin and discontinuous-Galerkin discretisations. On meshes with realistic numbers of layers the performance achieved is between 70% and 90% of a theoretical hardware-specific limit.

cs.MS↗

Firedrake: automating the finite element method by composing abstractions

Firedrake is a new tool for automating the numerical solution of partial differential equations. Firedrake adopts the domain-specific language for the finite element method of the FEniCS project, but with a pure Python runtime-only implementation centred on the composition of several existing and new abstractions for particular aspects of scientific computing. The result is a more complete separation of concerns which eases the incorporation of separate contributions from computer scientists, numerical analysts and application specialists. These contributions may add functionality, or improve performance. Firedrake benefits from automatically applying new optimisations. This includes factorising mixed function spaces, transforming and vectorising inner loops, and intrinsically supporting block matrix operations. Importantly, Firedrake presents a simple public API for escaping the UFL abstraction. This allows users to implement common operations that fall outside pure variational formulations, such as flux-limiters.

cs.MS↗

An algorithm for the optimization of finite element integration loops

We present an algorithm for the optimization of a class of finite element integration loop nests. This algorithm, which exploits fundamental mathematical properties of finite element operators, is proven to achieve a locally optimal operation count. In specified circumstances the optimum achieved is global. Extensive numerical experiments demonstrate significant performance improvements over the state of the art in finite element code generation in almost all cases. This validates the effectiveness of the algorithm presented here, and illustrates its limitations.

cs.MS↗

Comparative Design Space Exploration of Dense and Semi-Dense SLAM

SLAM has matured significantly over the past few years, and is beginning to appear in serious commercial products. While new SLAM systems are being proposed at every conference, evaluation is often restricted to qualitative visualizations or accuracy estimation against a ground truth. This is due to the lack of benchmarking methodologies which can holistically and quantitatively evaluate these systems. Further investigation at the level of individual kernels and parameter spaces of SLAM pipelines is non-existent, which is absolutely essential for systems research and integration. We extend the recently introduced SLAMBench framework to allow comparing two state-of-the-art SLAM pipelines, namely KinectFusion and LSD-SLAM, along the metrics of accuracy, energy consumption, and processing frame rate on two different hardware platforms, namely a desktop and an embedded device. We also analyze the pipelines at the level of individual kernels and explore their algorithmic and hardware design spaces for the first time, yielding valuable insights.

cs.RO↗

An Interrupt-Driven Work-Sharing For-Loop Scheduler

In this paper we present a parallel for-loop scheduler which is based on work-stealing principles but runs under a completely cooperative scheme. POSIX signals are used by idle threads to interrupt left-behind workers, which in turn decide what portion of their workload can be given to the requester. We call this scheme Interrupt-Driven Work-Sharing (IDWS). This article describes how IDWS works, how it can be integrated into any POSIX-compliant OpenMP implementation and how a user can manually replace OpenMP parallel for-loops with IDWS in existing POSIX-compliant C++ applications. Additionally, we measure its performance using both a synthetic benchmark with varying distributions of workload across the iteration space and a real-life application on Sandy Bridge and Xeon Phi systems. Regardless the workload distribution and the underlying hardware, IDWS is always the best or among the best-performing strategies, providing a good all-around solution to the scheduling-choice dilemma.

cs.DC↗

Thread Parallelism for Highly Irregular Computation in Anisotropic Mesh Adaptation

Thread-level parallelism in irregular applications with mutable data dependencies presents challenges because the underlying data is extensively modified during execution of the algorithm and a high degree of parallelism must be realized while keeping the code race-free. In this article we describe a methodology for exploiting thread parallelism for a class of graph-mutating worklist algorithms, which guarantees safe parallel execution via processing in rounds of independent sets and using a deferred update strategy to commit changes in the underlying data structures. Scalability is assisted by atomic fetch-and-add operations to create worklists and work-stealing to balance the shared-memory workload. This work is motivated by mesh adaptation algorithms, for which we show a parallel efficiency of 60% and 50% on Intel(R) Xeon(R) Sandy Bridge and AMD Opteron(tm) Magny-Cours systems, respectively, using these techniques.

cs.DC↗

Introducing SLAMBench, a performance and accuracy benchmarking methodology for SLAM

Real-time dense computer vision and SLAM offer great potential for a new level of scene modelling, tracking and real environmental interaction for many types of robot, but their high computational requirements mean that use on mass market embedded platforms is challenging. Meanwhile, trends in low-cost, low-power processing are towards massive parallelism and heterogeneity, making it difficult for robotics and vision researchers to implement their algorithms in a performance-portable way. In this paper we introduce SLAMBench, a publicly-available software framework which represents a starting point for quantitative, comparable and validatable experimental research to investigate trade-offs in performance, accuracy and energy consumption of a dense RGB-D SLAM system. SLAMBench provides a KinectFusion implementation in C++, OpenMP, OpenCL and CUDA, and harnesses the ICL-NUIM dataset of synthetic RGB-D sequences with trajectory and scene ground truth for reliable accuracy comparison of different implementation and algorithms. We present an analysis and breakdown of the constituent algorithmic elements of KinectFusion, and experimentally investigate their execution time on a variety of multicore and GPUaccelerated platforms. For a popular embedded platform, we also present an analysis of energy efficiency for different configuration alternatives.

cs.RO↗

COFFEE: an Optimizing Compiler for Finite Element Local Assembly

The numerical solution of partial differential equations using the finite element method is one of the key applications of high performance computing. Local assembly is its characteristic operation. This entails the execution of a problem-specific kernel to numerically evaluate an integral for each element in the discretized problem domain. Since the domain size can be huge, executing efficient kernels is fundamental. Their op- timization is, however, a challenging issue. Even though affine loop nests are generally present, the short trip counts and the complexity of mathematical expressions make it hard to determine a single or unique sequence of successful transformations. Therefore, we present the design and systematic evaluation of COF- FEE, a domain-specific compiler for local assembly kernels. COFFEE manipulates abstract syntax trees generated from a high-level domain-specific language for PDEs by introducing domain-aware composable optimizations aimed at improving instruction-level parallelism, especially SIMD vectorization, and register locality. It then generates C code including vector intrinsics. Experiments using a range of finite-element forms of increasing complexity show that significant performance improvement is achieved.

cs.MS↗

Acceleration of a Full-scale Industrial CFD Application with OP2

Hydra is a full-scale industrial CFD application used for the design of turbomachinery at Rolls Royce plc. It consists of over 300 parallel loops with a code base exceeding 50K lines and is capable of performing complex simulations over highly detailed unstructured mesh geometries. Unlike simpler structured-mesh applications, which feature high speed-ups when accelerated by modern processor architectures, such as multi-core and many-core processor systems, Hydra presents major challenges in data organization and movement that need to be overcome for continued high performance on emerging platforms. We present research in achieving this goal through the OP2 domain-specific high-level framework. OP2 targets the domain of unstructured mesh problems and follows the design of an active library using source-to-source translation and compilation to generate multiple parallel implementations from a single high-level application source for execution on a range of back-end hardware platforms. We chart the conversion of Hydra from its original hand-tuned production version to one that utilizes OP2, and map out the key difficulties encountered in the process. To our knowledge this research presents the first application of such a high-level framework to a full scale production code. Specifically we show (1) how different parallel implementations can be achieved with an active library framework, even for a highly complicated industrial application such as Hydra, and (2) how different optimizations targeting contrasting parallel architectures can be applied to the whole application, seamlessly, reducing developer effort and increasing code longevity. Performance results demonstrate that not only the same runtime performance as that of the hand-tuned original production code could be achieved, but it can be significantly improved on conventional processor systems. Additionally, we achieve further...

cs.CE↗

A thread-parallel algorithm for anisotropic mesh adaptation

Anisotropic mesh adaptation is a powerful way to directly minimise the computational cost of mesh based simulation. It is particularly important for multi-scale problems where the required number of floating-point operations can be reduced by orders of magnitude relative to more traditional static mesh approaches. Increasingly, finite element and finite volume codes are being optimised for modern multi-core architectures. Typically, decomposition methods implemented through the Message Passing Interface (MPI) are applied for inter-node parallelisation, while a threaded programming model, such as OpenMP, is used for intra-node parallelisation. Inter-node parallelism for mesh adaptivity has been successfully implemented by a number of groups. However, thread-level parallelism is significantly more challenging because the underlying data structures are extensively modified during mesh adaptation and a greater degree of parallelism must be realised. In this paper we describe a new thread-parallel algorithm for anisotropic mesh adaptation algorithms. For each of the mesh optimisation phases (refinement, coarsening, swapping and smoothing) we describe how independent sets of tasks are defined. We show how a deferred updates strategy can be used to update the mesh data structures in parallel and without data contention. We show that despite the complex nature of mesh adaptation and inherent load imbalances in the mesh adaptivity, a parallel efficiency of 60% is achieved on an 8 core Intel Xeon Sandybridge, and a 40% parallel efficiency is achieved using 16 cores in a 2 socket Intel Xeon Sandybridge ccNUMA system.

cs.DC↗