Jeff A. Stuart

University of California, Davis, Davis, CA, USA

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Publications (8)1.63 Total impact

  • Source
    Article: Efficient Synchronization Primitives for GPUs
    Jeff A. Stuart, John D. Owens
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    ABSTRACT: In this paper, we revisit the design of synchronization primitives---specifically barriers, mutexes, and semaphores---and how they apply to the GPU. Previous implementations are insufficient due to the discrepancies in hardware and programming model of the GPU and CPU. We create new implementations in CUDA and analyze the performance of spinning on the GPU, as well as a method of sleeping on the GPU, by running a set of memory-system benchmarks on two of the most common GPUs in use, the Tesla- and Fermi-class GPUs from NVIDIA. From our results we define higher-level principles that are valid for generic many-core processors, the most important of which is to limit the number of atomic accesses required for a synchronization operation because atomic accesses are slower than regular memory accesses. We use the results of the benchmarks to critique existing synchronization algorithms and guide our new implementations, and then define an abstraction of GPUs to classify any GPU based on the behavior of the memory system. We use this abstraction to create suitable implementations of the primitives specifically targeting the GPU, and analyze the performance of these algorithms on Tesla and Fermi. We then predict performance on future GPUs based on characteristics of the abstraction. We also examine the roles of spin waiting and sleep waiting in each primitive and how their performance varies based on the machine abstraction, then give a set of guidelines for when each strategy is useful based on the characteristics of the GPU and expected contention.
    10/2011;
  • Conference Proceeding: Multi-GPU MapReduce on GPU Clusters
    Jeff A. Stuart, John D. Owens
    Proceedings of the 25th IEEE International Parallel and Distributed Processing Symposium; 05/2011
  • Conference Proceeding: GPU-to-CPU Callbacks
    Jeff A. Stuart, Michael Cox, John D. Owens
    08/2010
  • Source
    Conference Proceeding: Multi-GPU Volume Rendering using MapReduce
    06/2010
  • Source
    Conference Proceeding: Message Passing on Data-Parallel Architectures
    Jeff A Stuart, John D Owens
    Proceedings of the 23rd IEEE International Parallel and Distributed Processing Symposium; 05/2009
  • Article: Out-of-core Data Management for Path Tracing on Hybrid Resources
    Computer Graphics Forum (Proceedings of Eurographics \textln2009). 04/2009; 28:385--396.
  • Source
    Article: Out‐of‐core Data Management for Path Tracing on Hybrid Resources
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    ABSTRACT: We present a software system that enables path-traced rendering of complex scenes. The system consists of two primary components: an application layer that implements the basic rendering algorithm, and an out-of-core scheduling and data-management layer designed to assist the application layer in exploiting hybrid computational resources (e.g., CPUs and GPUs) simultaneously. We describe the basic system architecture, discuss design decisions of the system's data-management layer, and outline an efficient implementation of a path tracer application, where GPUs perform functions such as ray tracing, shadow tracing, importance-driven light sampling, and surface shading. The use of GPUs speeds up the runtime of these components by factors ranging from two to twenty, resulting in a substantial overall increase in rendering speed. The path tracer scales well with respect to CPUs, GPUs and memory per node as well as scaling with the number of nodes. The result is a system that can render large complex scenes with strong performance and scalability.
    Computer Graphics Forum 03/2009; 28(2):385 - 396. · 1.63 Impact Factor
  • Article: Out-of-core Data Management for Path Tracing on Hybrid Resources.
    Comput. Graph. Forum. 01/2009; 28:385-396.

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Institutions

  • 2009
    • University of California, Davis
      • Department of Electrical and Computer Engineering
      Davis, CA, USA