Linear Algebra on GPUs - PowerPoint PPT Presentation

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Linear Algebra on GPUs

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PDEs are at the core of many graphics applications ... Questions? For more infos, browse to: http://wwwcg.in.tum.de/GPU. http://www.gpgpu.org ... – PowerPoint PPT presentation

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Title: Linear Algebra on GPUs


1
Linear Algebra on GPUs
  • Jens Krüger Technische Universität München

2
Linear algebra?
  • Why are we interested in Linear Algebra?
  • It is THE machinery to solve PDEs
  • PDEs are at the core of many graphics
    applications
  • Physics based simulation, Animation, Mesh
    fairing

3
LA on GPUs?
  • and why put LA on GPU?
  • A perfect couple
  • GPUs are fast stream processors,
  • and many LA operations are streamable
  • which goes hand in hand
  • The solution is already on the GPU and ready for
    display

4
Getting started
Computer graphics applications
GPU as workhorse for numerical computations

Programmable GPUs
5
Getting started
Computer graphics applications
GPU as workhorse for numerical computations

Programmable GPUs
6
Internal affairs
  • Per-pixel vs. per-vertex operations
  • 6 gigapixels/second vs. 0.7 gigavertices/second
  • Efficient texture memory cache
  • Texture read-write access
  • 2D Textures are even better
  • 2D RGBA textures really rock
  • Textures best we can do

Vector representation
7
Representation (cont.)
  • Dense Matrix representation
  • Treat a dense matrix as a set of column vectors
  • Again, store these vectors as 2D textures

8
Representation (cont.)
  • Banded Sparse Matrix representation
  • Treat a banded matrix as a set of diagonal
    vectors
  • Combine opposing vectors to save space

Matrix
N
9
Operations 1
  • Vector-Vector Operations
  • Reduced to 2D texture operations
  • Coded in pixel shaders
  • Example Vector1 Vector2 ? Vector3

Render Texture
Static quad
Vertex Shader
Pixel Shader
10
Operations 2 (reduce)
  • Reduce operation for scalar products

Reduce m x n region in fragment shader
11
The single float on GPUs
  • Some operations generate single float values e.g.
    reduce
  • Read-back to main-mem is slow
  • ? Keep single floats on the GPU as 1x1 textures

...
12
Operations (cont.)
  • Matrix-Vector Operations
  • Split it up into Vector Vector operations

13
Operations
  • In depth example Vector / Banded-Matrix
    Multiplication

A
x
b

14
Example (cont.)
  • Vector / Banded-Matrix Multiplication

A
b
A
x
b

15
Example (cont.)
  • Compute the result in 2 Passes

A
Pass 2
Pass 1
b
x
b
16
Building a Framework
  • Presented so far
  • Representations on the GPU for
  • Single float values
  • Vectors
  • Matrices
  • Dense
  • Banded
  • Random sparse (see SIGGRAPH 03)
  • Operations on these representations
  • Add, multiply, reduce,
  • Upload, download, clear, clone,

17
Framework Classes (UML)
18
Framework Example CG
  • Encapsulate into Classes for more complex
    algorithms
  • Example use Conjugate Gradient Method, complete
    source

void clCGSolversolveInit() Matrix-gtmatrixVect
orOp(CL_SUB,X,B,R) // R Ax-b R-gtmultiply(-1)
// R -R R-gtclone(P) // P R
R-gtreduceAdd(R, Rho) // rho
sum(RR) void clCGSolversolveIteration()
Matrix-gtmatrixVectorOp(CL_NULL,P,NULL,Q) // Q
Ap P-gtreduceAdd(Q,Temp) // temp
sum(PQ) Rho-gtdiv(Temp,Alpha) // alpha
rho/temp X-gtaddVector(P,X,1,Alpha) // X X
alphaP R-gtsubtractVector(Q,R,1,Alpha) // R R
- alphaQ R-gtreduceAdd(R,NewRho) // newrho
sum(RR) NewRho-gtdivZ(Rho,Beta) // beta
newrho/rho R-gtaddVector(P,P,1,Beta) // P
RbetaP clFloat temp tempNewRho NewRhoRho
Rhotemp // swap rho and newrho
pointers void clCGSolversolve(int maxI)
solveInit() for (int i 0ilt maxIi)
solveIteration() int clCGSolversolve(float
rhoTresh, int maxI) solveInit()
Rho-gtclone(NewRho) for (int i 0ilt maxI
NewRho.getData() gt rhoTreshi)
solveIteration() return i
19
Example 12D Waves (explicit)
  • Finite difference discretization
  • You could write a custom shader for this filter
  • Think about this as a matrix-vector operation

20
2D Waves (cont.)
  • One Time Matrix Initialization

for (isYiltsXsYi) datai ß
// setup diagonal-sY matrix-gtgetRow(sX(sY-1))
-gtsetData(data) for (i0iltsXsYi) datai
(isX) ? ß 0 // setup diagonal-1 matrix-gt
getRow(sXsY-1)-gtsetData(data) for
(i0iltsXsYi) datai 2-4ß
// setup diagonal matrix-gtgetRow(sXsY)-gtsetData(d
ata) for (i0iltsXsYi) datai ((i1)sX)
? ß 0 // setup diagonal1 matrix-gtgetRow(sXs
Y1)-gtsetData(data) for (i0iltsX(sY-1)i)
datai ß // setup
diagonalsY matrix-gtgetRow(sX(sY1))-gtsetData(dat
a)
Per Frame Iteration
clMatrix-gtmatrixVectorOp(CL_SUB,clCurrent,clLast,c
lNext) // next matrixcurrent-last clLast-gtcop
yVector(clCurrent) //
save for next iteration clCurrent-gtcopyVector(clNe
xt) // save for next
iteration cluNext-gtunpack(clNext)
// unpack for rendering renderHF(cl
uNext-gtm_pVectorTexture) // render as
heightfield
21
Example 22D Waves (implicit)
  • Key Idea
  • Use different time discretization (e.g. Crank
    Nicholson)
  • Results in system of linear equations
  • Iterative solution using CG

22
2D Waves (cont.)
  • One Time Matrix Initialization

for (isYiltsXsYi) datai -alpha
// setup diagonal-sY matrix-gtgetRow(sX(sY-1
))-gtsetData(data) for (i0iltsXsYi) datai
(isX) ? - alpha 0 // setup
diagonal-1 matrix-gtgetRow(sXsY-1)-gtsetData(data)
for (i0iltsXsYi) datai 4alpha1
// setup diagonal matrix-gtgetRow(sXsY)-gtse
tData(data) for (i0iltsXsYi) datai
((i1)sX) ? -alpha0 // setup
diagonal1 matrix-gtgetRow(sXsY1)-gtsetData(data)
for (i0iltsX(sY-1)i) datai -alpha
// setup diagonalsY matrix-gtgetRow(sX(sY
1))-gtsetData(data)
Per Frame Iteration
cluRHS-gtcomputeRHS(cluLast, cluCurrent) //
generate c(i,j,t) clRHS-gtrepack(cluRHS)
// encode into RGBA iSteps
pCGSolver-gtsolve(iMaxSteps) // solve using
CG cluLast-gtcopyVector(cluCurrent) // save
for next iteration clNext-gtunpack(cluCurrent)
// unpack for rendering renderHF(cluCur
rent-gtm_pVectorTexture) // render as heightfield
23
Demos
24
The End
  • Thank you!
  • Questions?

For more infos, browse to http//wwwcg.in.tum.de/
GPU http//www.gpgpu.org
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