22 resultados para parallel-machine

em Massachusetts Institute of Technology


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The furious pace of Moore's Law is driving computer architecture into a realm where the the speed of light is the dominant factor in system latencies. The number of clock cycles to span a chip are increasing, while the number of bits that can be accessed within a clock cycle is decreasing. Hence, it is becoming more difficult to hide latency. One alternative solution is to reduce latency by migrating threads and data, but the overhead of existing implementations has previously made migration an unserviceable solution so far. I present an architecture, implementation, and mechanisms that reduces the overhead of migration to the point where migration is a viable supplement to other latency hiding mechanisms, such as multithreading. The architecture is abstract, and presents programmers with a simple, uniform fine-grained multithreaded parallel programming model with implicit memory management. In other words, the spatial nature and implementation details (such as the number of processors) of a parallel machine are entirely hidden from the programmer. Compiler writers are encouraged to devise programming languages for the machine that guide a programmer to express their ideas in terms of objects, since objects exhibit an inherent physical locality of data and code. The machine implementation can then leverage this locality to automatically distribute data and threads across the physical machine by using a set of high performance migration mechanisms. An implementation of this architecture could migrate a null thread in 66 cycles -- over a factor of 1000 improvement over previous work. Performance also scales well; the time required to move a typical thread is only 4 to 5 times that of a null thread. Data migration performance is similar, and scales linearly with data block size. Since the performance of the migration mechanism is on par with that of an L2 cache, the implementation simulated in my work has no data caches and relies instead on multithreading and the migration mechanism to hide and reduce access latencies.

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We develop an algorithm that computes the gravitational potentials and forces on N point-masses interacting in three-dimensional space. The algorithm, based on analytical techniques developed by Rokhlin and Greengard, runs in order N time. In contrast to other fast N-body methods such as tree codes, which only approximate the interaction potentials and forces, this method is exact ?? computes the potentials and forces to within any prespecified tolerance up to machine precision. We present an implementation of the algorithm for a sequential machine. We numerically verify the algorithm, and compare its speed with that of an O(N2) direct force computation. We also describe a parallel version of the algorithm that runs on the Connection Machine in order 0(logN) time. We compare experimental results with those of the sequential implementation and discuss how to minimize communication overhead on the parallel machine.

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The amount of computation required to solve many early vision problems is prodigious, and so it has long been thought that systems that operate in a reasonable amount of time will only become feasible when parallel systems become available. Such systems now exist in digital form, but most are large and expensive. These machines constitute an invaluable test-bed for the development of new algorithms, but they can probably not be scaled down rapidly in both physical size and cost, despite continued advances in semiconductor technology and machine architecture. Simple analog networks can perform interesting computations, as has been known for a long time. We have reached the point where it is feasible to experiment with implementation of these ideas in VLSI form, particularly if we focus on networks composed of locally interconnected passive elements, linear amplifiers, and simple nonlinear components. While there have been excursions into the development of ideas in this area since the very beginnings of work on machine vision, much work remains to be done. Progress will depend on careful attention to matching of the capabilities of simple networks to the needs of early vision. Note that this is not at all intended to be anything like a review of the field, but merely a collection of some ideas that seem to be interesting.

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Parallel shared-memory machines with hundreds or thousands of processor-memory nodes have been built; in the future we will see machines with millions or even billions of nodes. Associated with such large systems is a new set of design challenges. Many problems must be addressed by an architecture in order for it to be successful; of these, we focus on three in particular. First, a scalable memory system is required. Second, the network messaging protocol must be fault-tolerant. Third, the overheads of thread creation, thread management and synchronization must be extremely low. This thesis presents the complete system design for Hamal, a shared-memory architecture which addresses these concerns and is directly scalable to one million nodes. Virtual memory and distributed objects are implemented in a manner that requires neither inter-node synchronization nor the storage of globally coherent translations at each node. We develop a lightweight fault-tolerant messaging protocol that guarantees message delivery and idempotence across a discarding network. A number of hardware mechanisms provide efficient support for massive multithreading and fine-grained synchronization. Experiments are conducted in simulation, using a trace-driven network simulator to investigate the messaging protocol and a cycle-accurate simulator to evaluate the Hamal architecture. We determine implementation parameters for the messaging protocol which optimize performance. A discarding network is easier to design and can be clocked at a higher rate, and we find that with this protocol its performance can approach that of a non-discarding network. Our simulations of Hamal demonstrate the effectiveness of its thread management and synchronization primitives. In particular, we find register-based synchronization to be an extremely efficient mechanism which can be used to implement a software barrier with a latency of only 523 cycles on a 512 node machine.

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This thesis defines Pi, a parallel architecture interface that separates model and machine issues, allowing them to be addressed independently. This provides greater flexibility for both the model and machine builder. Pi addresses a set of common parallel model requirements including low latency communication, fast task switching, low cost synchronization, efficient storage management, the ability to exploit locality, and efficient support for sequential code. Since Pi provides generic parallel operations, it can efficiently support many parallel programming models including hybrids of existing models. Pi also forms a basis of comparison for architectural components.

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The Jellybean Machine is a scalable MIMD concurrent processor consisting of special purpose RISC processors loosely coupled into a low latency network. I have developed an operating system to provide the supportive environment required to efficiently coordinate the collective power of the distributed processing elements. The system services are developed in detail, and may be of interest to other designers of fine grain, distributed memory processing networks.

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A vernier offset is detected at once among straight lines, and reaction times are almost independent of the number of simultaneously presented stimuli (distractors), indicating parallel processing of vernier offsets. Reaction times for identifying a vernier offset to one side among verniers offset to the opposite side increase with the number of distractors, indicating serial processing. Even deviations below a photoreceptor diameter can be detected at once. The visual system thus attains positional accuracy below the photoreceptor diameter simultaneously at different positions. I conclude that deviation from straightness, or change of orientation, is detected in parallel over the visual field. Discontinuities or gradients in orientation may represent an elementary feature of vision.

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We present a novel ridge detector that finds ridges on vector fields. It is designed to automatically find the right scale of a ridge even in the presence of noise, multiple steps and narrow valleys. One of the key features of such ridge detector is that it has a zero response at discontinuities. The ridge detector can be applied to scalar and vector quantities such as color. We also present a parallel perceptual organization scheme based on such ridge detector that works without edges; in addition to perceptual groups, the scheme computes potential focus of attention points at which to direct future processing. The relation to human perception and several theoretical findings supporting the scheme are presented. We also show results of a Connection Machine implementation of the scheme for perceptual organization (without edges) using color.

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An effective approach of simulating fluid dynamics on a cluster of non- dedicated workstations is presented. The approach uses local interaction algorithms, small communication capacity, and automatic migration of parallel processes from busy hosts to free hosts. The approach is well- suited for simulating subsonic flow problems which involve both hydrodynamics and acoustic waves; for example, the flow of air inside wind musical instruments. Typical simulations achieve $80\\%$ parallel efficiency (speedup/processors) using 20 HP-Apollo workstations. Detailed measurements of the parallel efficiency of 2D and 3D simulations are presented, and a theoretical model of efficiency is developed which fits closely the measurements. Two numerical methods of fluid dynamics are tested: explicit finite differences, and the lattice Boltzmann method.

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The M-Machine is an experimental multicomputer being developed to test architectural concepts motivated by the constraints of modern semiconductor technology and the demands of programming systems. The M- Machine computing nodes are connected with a 3-D mesh network; each node is a multithreaded processor incorporating 12 function units, on-chip cache, and local memory. The multiple function units are used to exploit both instruction-level and thread-level parallelism. A user accessible message passing system yields fast communication and synchronization between nodes. Rapid access to remote memory is provided transparently to the user with a combination of hardware and software mechanisms. This paper presents the architecture of the M-Machine and describes how its mechanisms maximize both single thread performance and overall system throughput.

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In this note, I propose two extensions to the Java virtual machine (or VM) to allow dynamic languages such as Dylan, Scheme and Smalltalk to be efficiently implemented on the VM. These extensions do not affect the performance of pure Java programs on the machine. The first extension allows for efficient encoding of dynamic data; the second allows for efficient encoding of language-specific computational elements.

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The development of increasingly sophisticated and powerful computers in the last few decades has frequently stimulated comparisons between them and the human brain. Such comparisons will become more earnest as computers are applied more and more to tasks formerly associated with essentially human activities and capabilities. The expectation of a coming generation of "intelligent" computers and robots with sensory, motor and even "intellectual" skills comparable in quality to (and quantitatively surpassing) our own is becoming more widespread and is, I believe, leading to a new and potentially productive analytical science of "information processing". In no field has this new approach been so precisely formulated and so thoroughly exemplified as in the field of vision. As the dominant sensory modality of man, vision is one of the major keys to our mastery of the environment, to our understanding and control of the objects which surround us. If we wish to created robots capable of performing complex manipulative tasks in a changing environment, we must surely endow them with (among other things) adequate visual powers. How can we set about designing such flexible and adaptive robots? In designing them, can we make use of our rapidly growing knowledge of the human brain, and if so, how at the same time, can our experiences in designing artificial vision systems help us to understand how the brain analyzes visual information?

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For applications involving the control of moving vehicles, the recovery of relative motion between a camera and its environment is of high utility. This thesis describes the design and testing of a real-time analog VLSI chip which estimates the focus of expansion (FOE) from measured time-varying images. Our approach assumes a camera moving through a fixed world with translational velocity; the FOE is the projection of the translation vector onto the image plane. This location is the point towards which the camera is moving, and other points appear to be expanding outward from. By way of the camera imaging parameters, the location of the FOE gives the direction of 3-D translation. The algorithm we use for estimating the FOE minimizes the sum of squares of the differences at every pixel between the observed time variation of brightness and the predicted variation given the assumed position of the FOE. This minimization is not straightforward, because the relationship between the brightness derivatives depends on the unknown distance to the surface being imaged. However, image points where brightness is instantaneously constant play a critical role. Ideally, the FOE would be at the intersection of the tangents to the iso-brightness contours at these "stationary" points. In practice, brightness derivatives are hard to estimate accurately given that the image is quite noisy. Reliable results can nevertheless be obtained if the image contains many stationary points and the point is found that minimizes the sum of squares of the perpendicular distances from the tangents at the stationary points. The FOE chip calculates the gradient of this least-squares minimization sum, and the estimation is performed by closing a feedback loop around it. The chip has been implemented using an embedded CCD imager for image acquisition and a row-parallel processing scheme. A 64 x 64 version was fabricated in a 2um CCD/ BiCMOS process through MOSIS with a design goal of 200 mW of on-chip power, a top frame rate of 1000 frames/second, and a basic accuracy of 5%. A complete experimental system which estimates the FOE in real time using real motion and image scenes is demonstrated.

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This report describes Processor Coupling, a mechanism for controlling multiple ALUs on a single integrated circuit to exploit both instruction-level and inter-thread parallelism. A compiler statically schedules individual threads to discover available intra-thread instruction-level parallelism. The runtime scheduling mechanism interleaves threads, exploiting inter-thread parallelism to maintain high ALU utilization. ALUs are assigned to threads on a cycle byscycle basis, and several threads can be active concurrently. Simulation results show that Processor Coupling performs well both on single threaded and multi-threaded applications. The experiments address the effects of memory latencies, function unit latencies, and communication bandwidth between function units.

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This technical report describes a new protocol, the Unique Token Protocol, for reliable message communication. This protocol eliminates the need for end-to-end acknowledgments and minimizes the communication effort when no dynamic errors occur. Various properties of end-to-end protocols are presented. The unique token protocol solves the associated problems. It eliminates source buffering by maintaining in the network at least two copies of a message. A token is used to decide if a message was delivered to the destination exactly once. This technical report also presents a possible implementation of the protocol in a worm-hole routed, 3-D mesh network.