A novel framework for parallel subgraph isomorphism on GPUs is proposed, named GPUSI, which consists of GPU region exploration and GPU subgraph matching. The GPUSI iteratively enumerates subgraph instances and solves ...A novel framework for parallel subgraph isomorphism on GPUs is proposed, named GPUSI, which consists of GPU region exploration and GPU subgraph matching. The GPUSI iteratively enumerates subgraph instances and solves the subgraph isomorphism in a divide-and-conquer fashion. The framework completely relies on the graph traversal, and avoids the explicit join operation. Moreover, in order to improve its performance, a task-queue based method and the virtual-CSR graph structure are used to balance the workload among warps, and warp-centric programming model is used to balance the workload among threads in a warp. The prototype of GPUSI is implemented, and comprehensive experiments of various graph isomorphism operations are carried on diverse large graphs. The experiments clearly demonstrate that GPUSI has good scalability and can achieve speed-up of 1.4–2.6 compared to the state-of-the-art solutions.展开更多
A data-driven method was proposed to realistically animate garments on human poses in reduced space. Firstly, a gradient based method was extended to generate motion sequences and garments were simulated on the sequen...A data-driven method was proposed to realistically animate garments on human poses in reduced space. Firstly, a gradient based method was extended to generate motion sequences and garments were simulated on the sequences as our training data. Based on the examples, the proposed method can fast output realistic garments on new poses. Our framework can be mainly divided into offline phase and online phase. During the offline phase, based on linear blend skinning(LBS), rigid bones and flex bones were estimated for human bodies and garments, respectively. Then, rigid bone weight maps on garment vertices were learned from examples. In the online phase, new human poses were treated as input to estimate rigid bone transformations. Then, both rigid bones and flex bones were used to drive garments to fit the new poses. Finally, a novel formulation was also proposed to efficiently deal with garment-body penetration. Experiments manifest that our method is fast and accurate. The intersection artifacts are fast removed and final garment results are quite realistic.展开更多
Breadth-first search(BFS) is an important kernel for graph traversal and has been used by many graph processing applications. Extensive studies have been devoted in boosting the performance of BFS. As the most effecti...Breadth-first search(BFS) is an important kernel for graph traversal and has been used by many graph processing applications. Extensive studies have been devoted in boosting the performance of BFS. As the most effective solution, GPU-acceleration achieves the state-of-the-art result of 3.3×109 traversed edges per second on a NVIDIA Tesla C2050 GPU. A novel vertex frontier based GPU BFS algorithm is proposed, and its main features are three-fold. Firstly, to obtain a better workload balance for irregular graphs, a virtual-queue task decomposition and mapping strategy is introduced for vertex frontier expanding. Secondly, a global deduplicate detection scheme is proposed to remove reduplicative vertices from vertex frontier effectively. Finally, a GPU-based bottom-up BFS approach is employed to process large frontier. The experimental results demonstrate that the algorithm can achieve 10% improvement over the state-of-the-art method on diverse graphs. Especially, it exhibits 2-3 times speedup on low-diameter and scale-free graphs over the state-of-the-art on a NVIDIA Tesla K20 c GPU, reaching a peak traversal rate of 11.2×109 edges/s.展开更多
基金Projects(61272142,61103082,61003075,61170261,61103193)supported by the National Natural Science Foundation of ChinaProject supported by Funds for New Century Excellent Talents in University of ChinaProjects(2012AA01A301,2012AA010901)supported by the National High Technology Research and Development Program of China
文摘A novel framework for parallel subgraph isomorphism on GPUs is proposed, named GPUSI, which consists of GPU region exploration and GPU subgraph matching. The GPUSI iteratively enumerates subgraph instances and solves the subgraph isomorphism in a divide-and-conquer fashion. The framework completely relies on the graph traversal, and avoids the explicit join operation. Moreover, in order to improve its performance, a task-queue based method and the virtual-CSR graph structure are used to balance the workload among warps, and warp-centric programming model is used to balance the workload among threads in a warp. The prototype of GPUSI is implemented, and comprehensive experiments of various graph isomorphism operations are carried on diverse large graphs. The experiments clearly demonstrate that GPUSI has good scalability and can achieve speed-up of 1.4–2.6 compared to the state-of-the-art solutions.
基金Project(20104307110003)supported by the Research Fund for the Doctoral Program of Higher Education of ChinaProjects(61379103,61202333,61303185)supported by the National Natural Science Foundation of China+1 种基金Project(2012M520392)supported by the China Postdoctoral Science FoundationProject(CX2012B027)supported by the Hunan Province Graduate Student Innovation Program,China
文摘A data-driven method was proposed to realistically animate garments on human poses in reduced space. Firstly, a gradient based method was extended to generate motion sequences and garments were simulated on the sequences as our training data. Based on the examples, the proposed method can fast output realistic garments on new poses. Our framework can be mainly divided into offline phase and online phase. During the offline phase, based on linear blend skinning(LBS), rigid bones and flex bones were estimated for human bodies and garments, respectively. Then, rigid bone weight maps on garment vertices were learned from examples. In the online phase, new human poses were treated as input to estimate rigid bone transformations. Then, both rigid bones and flex bones were used to drive garments to fit the new poses. Finally, a novel formulation was also proposed to efficiently deal with garment-body penetration. Experiments manifest that our method is fast and accurate. The intersection artifacts are fast removed and final garment results are quite realistic.
基金Projects(61272142,61103082,61003075,61170261,61103193)supported by the National Natural Science Foundation of ChinaProject supported by the Program for New Century Excellent Talents in University of ChinaProjects(2012AA01A301,2012AA010901)supported by the National High Technology Research and Development Program of China
文摘Breadth-first search(BFS) is an important kernel for graph traversal and has been used by many graph processing applications. Extensive studies have been devoted in boosting the performance of BFS. As the most effective solution, GPU-acceleration achieves the state-of-the-art result of 3.3×109 traversed edges per second on a NVIDIA Tesla C2050 GPU. A novel vertex frontier based GPU BFS algorithm is proposed, and its main features are three-fold. Firstly, to obtain a better workload balance for irregular graphs, a virtual-queue task decomposition and mapping strategy is introduced for vertex frontier expanding. Secondly, a global deduplicate detection scheme is proposed to remove reduplicative vertices from vertex frontier effectively. Finally, a GPU-based bottom-up BFS approach is employed to process large frontier. The experimental results demonstrate that the algorithm can achieve 10% improvement over the state-of-the-art method on diverse graphs. Especially, it exhibits 2-3 times speedup on low-diameter and scale-free graphs over the state-of-the-art on a NVIDIA Tesla K20 c GPU, reaching a peak traversal rate of 11.2×109 edges/s.