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A Multigrid Solver for Boundary Value Problems Using Programmable Graphics Hardware

A Multigrid Solver for Boundary Value Problems Using Programmable Graphics Hardware. Nolan Goodnight Cliff Woolley Gregory Lewin David Luebke Greg Humphreys. University of Virginia. augmented by Klaus Mueller, Stony Brook University. General-Purpose GPU Programming.

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A Multigrid Solver for Boundary Value Problems Using Programmable Graphics Hardware

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  1. A Multigrid Solver for Boundary Value Problems Using Programmable Graphics Hardware Nolan Goodnight Cliff Woolley Gregory LewinDavid Luebke Greg Humphreys University of Virginia augmented by Klaus Mueller, Stony Brook University

  2. General-Purpose GPU Programming • Why do we port algorithms to the GPU? • How much faster can we expect it to be, really? • What is the challenge in porting?

  3. Case Study Problem: Implement a Boundary Value Problem (BVP) solver using the GPU Could benefit an entire class of scientific and engineering applications, e.g.: • Heat transfer • Fluid flow

  4. Related Work • Krüger and Westermann: Linear Algebra Operators for GPU Implementation of Numerical Algorithms • Bolz et al.: Sparse Matrix Solvers on the GPU: Conjugate Gradients and Multigrid • Very similar to our system • Developed concurrently • Complementary approach

  5. Driving problem: Fluid mechanics sim Problem domain is a warped disc: regular grid regular grid

  6. BVPs: Background • Boundary value problems are sometimes governedby PDEs of the form: L=f • L is some operator •  is the problem domain • f is a forcing function (source term) • Given L and f, solve for .

  7. BVPs: Example Heat Transfer • Find a steady-state temperature distribution T in a solid of thermal conductivity k with thermal source S • This requires solving a Poisson equation of the form: k2T = -S • This is a BVP where L is the Laplacian operator 2 All our applications require a Poisson solver.

  8. BVPs: Solving • Most such problems cannot be solved analytically • Instead, discretize onto a grid to form a set of linear equations, then solve: • Direct elimination • Gauss-Seidel iteration • Conjugate-gradient • Strongly implicit procedures • Multigrid method

  9. Multigrid method • Iteratively corrects an approximation to the solution • Operates at multiple grid resolutions • Low-resolution grids are used to correct higher-resolution grids recursively • Very fast, especially for large grids: O(n)

  10. Multigrid method • Use coarser grid levels to recursively correct an approximation to the solution • may converge slowly on fine grid -> restrict to course grid • push out long wavelength errors quickly (single grid solvers only smooth out high frequency errors) • Algorithm: • smooth • residual  • restrict • recurse • interpolate  = Li-f

  11. Implementation - Overview For each step of the algorithm: • Bind as texture maps the buffers that contain the necessary data (current solution, residual, source terms, etc.) • Set the target buffer for rendering • Activate a fragment program that performs the necessary kernel computation (smoothing, residual calculation, restriction, interpolation) • Render a grid-sized quad with multitexturing source buffer texture source buffer texture render target buffer render target buffer fragment program

  12. Implementation - Overview

  13. Input buffers • Solution buffer: four-channel floating point pixel buffer (p-buffer) • one channel each for solution, residual, source term, and a debugging term • toggle front and back surfaces used to hold old and new solution • Operator map: contains the discretized operator (e.g., Laplacian) • Red-black map: accelerate odd-even tests (see later)

  14. Smoothing • Jacobi method • one matrix row: • calculate new value for each solution vector element: • in our application, the aij are the Laplacian (sparse matrix):

  15. Smoothing • Also factor in the source term • Use Red-black map to update only half of the grid cells in each pass • converges faster in practice • known as red-black iteration • requires two passes per iteration

  16. Calculate residual • Apply operator (Laplacian) and source term to the current solution • residual  = k2T + S • Store result in the target surface • Use occlusion query to determine if all solution fragments are below threshold (e < threshold) • occlusion query = true means all fragments are below threshold • this is an L norm, which may be too strict • less strict norms L1, L2, will require reduction or fragment accumulation register (not available yet), could run in CPU instead

  17. Multigrid reduction and refinement • Average (restrict) current residual into coarser grid • Iterate/smooth on coarser grid, solving k2  = -S • Interpolate correction back into finer grid • or restrict once more -> recursion • use bilinear interpolation • Update grid with this correction • Iterate/smooth on fine grid

  18. Boundary conditions • Dirichlet (prescribed) • Neumann (prescribed derivative) • Mixed (coupled value and derivative) • Uk: value at grid point k • nk: normal at grid point k • Periodic boundaries result in toroidal mapping • Apply boundary conditions in smoothing pass

  19. Boundary conditions • Only need to compute at boundaries • boundaries need significantly more computations • restrict computations to boundaries • GPUs do not allow branching • or better, both branches are executed and the invalid fragment is discarded • even more wasteful • decompose domain into boundary and interior areas • use general (boundary) and fastpath (interior) shaders • run these in two separate passes, on respective domains

  20. Optimizing the Solver • Detect steady-state natively on GPU • Minimize shader length • Use special-case whenever possible • Limit context switches

  21. Optimizing the Solver: Steady-state • How to detect convergence? • L1 norm - average error • L2 norm – RMS error (common in visual sim) • L norm – max error (common in sci/eng apps) • Can use occlusion query! secs to steady statevs. grid size

  22. Optimizing the Solver: Shader length • Minimize number of registers used • Vectorize as much as possible • Use the rasterizer to perform computations of linearly-varying values • Pre-compute invariants on CPU • Compute texture coodinate offsets in vertex shader

  23. Optimizing the Solver: Special-case • Fast-path vs. slow-path • write several variants of each fragment program to handle boundary cases • eliminates conditionals in the fragment program • equivalent to avoiding CPU inner-loop branching fast path, no boundaries slow path with boundaries

  24. Optimizing the Solver: Special-case • Fast-path vs. slow-path • write several variants of each fragment program to handle boundary cases • eliminates conditionals in the fragment program • equivalent to avoiding CPU inner-loop branching secs per v-cyclevs. grid size

  25. Optimizing the Solver: Context-switching • Find best packing data of multiple grid levelsinto the pbuffer surfaces - many p-buffers

  26. Optimizing the Solver: Context-switching • Find best packing data of multiple grid levelsinto the pbuffer surfaces - two p-buffers

  27. Optimizing the Solver: Context-switching • Find best packing data of multiple grid levelsinto the pbuffer surfaces - a single p-buffer • Still one front- and one back surface for iterative smoothing

  28. Optimizing the Solver: Context-switching • Remove context switching • Can introduce operations with undefined results: reading/writing same surface • Why do we need to do this? • there is a chance that we write and read from the same surface at the same time • Can we get away with it? • Yes, we can. Just need to be careful to avoid these conflicts • What about RGBA parallelism? • was not used in this implemtation, may give another boost of factor 4

  29. Data Layout • Performance: secs to steady statevs. grid size

  30. Compute 4 values at a time Requires source, residual, solution values to be in different buffers Complicates boundary calculations Adds setup and teardown overhead Data Layout • Possible additional vectorization: Stacked domain

  31. Results: CPU vs. GPU • Performance: secs to steady statevs. grid size

  32. Applications – Flow Simulation

  33. Applications – High Dynamic Range CPU GPU

  34. Conclusions What we need going forward: • Superbuffers • or: Universal support for multiple-surface pbuffers • or: Cheap context switching • Developer tools • Debugging tools • Documentation • Global accumulator • Ever increasing amounts of precision, memory • Textures bigger than 2048 on a side

  35. Hardware David Kirk Matt Papakipos Driver Support Nick Triantos Pat Brown Stephen Ehmann Fragment Programming James Percy Matt Pharr General-purpose GPU Mark Harris Aaron Lefohn Ian Buck Funding NSF Award #0092793 Acknowledgements

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