OpenFold: retraining AlphaFold2 yields new insights into its learning mechanisms and capacity for generalization
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Engineering topics
Publications and source records attributed to Song, Shuaiwen.
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Multi-accelerator servers are increasingly being deployed in shared multi-tenant environments (such as in cloud data centers) in order to meet the demands of large-scale compute-intensive workloads. In addition, these accelerators are increasingly being inter-connected in complex topologies and workloads are exhibiting a wider variety of inter-accelerator communication patterns. However, existing al-location policies are ill-suited for these emerging use-cases. Specifically, this work identifies that multi-accelerator workloads are commonly fragmented leading to reduced bandwidth and increased latency for inter-accelerator communication. We propose Multi-Accelerator Pattern Allocation (MAPA), a graph pattern mining approach towards providing generalized allocation support for allocating multi-accelerator workloads on multi-accelerator servers. We demonstrate that MAPA is able to improve the execution time of multi-accelerator workloads and that MAPA is able to provide generalized benefits across various accelerator topologies. Finally, we demonstrate a speedup of 12.4% for75th percentile of jobs with the worst case execution time reduced by up to 35% against baseline policy using MAPA.
Designing efficient and scalable sparse linear algebra kernels on modern multi-GPU based HPC systems is a daunting task due to significant irregular memory references and workload imbalance across the GPUs. This is particularly the case for \textit{Sparse Triangular Solver (SpTRSV)} which introduces additional two-dimensional computation dependencies among subsequent computation steps. Dependency information is exchanged and shared among GPUs, thus warrant for efficient memory allocation, data partitioning, and workload distribution as well as fine-grained communication and synchronization support. In this work, we demonstrate that directly adopting unified memory can adversely affect the performance of SpTRSV on multi-GPU architectures, despite linking via fast interconnect like NVLinks and NVSwitches. Alternatively, we employ the latest NVSHMEM technology based on Partitioned Global Address Space programming model to enable efficient fine-grained communication and drastic synchronization overhead reduction. Furthermore, to handle workload imbalance, we propose a malleable task-pool execution model which can further enhance the utilization of GPUs. By applying these techniques, our experiments on the NVIDIA multi-GPU supernode V100-DGX-1 and DGX-2 systems demonstrate that our design can achieve on average 3.53x (up to 9.86x) speedup on a DGX-1 system and 3.66x (up to 9.64x) speedup on a DGX-2 system with 4-GPUs over the Unified-Memory design. The comprehensive sensitivity and scalability studies also show that the proposed zero-copy SpTRSV is able to fully utilize the computing and communication resources of the multi-GPU system.
High Quality Mobile Virtual Reality (VR) is what the incoming graphics technology era demands: users around the world, regardless of their hardware and network conditions, can all enjoy the immersive virtual experience. However, the state-of-the-art software-based mobile VR designs cannot fully satisfy the realtime performance requirements due to the highly interactive nature of user's actions and complex environmental constraints during VR execution. Inspired by the unique human visual system effects and the strong correlation between VR motion features and realtime hardware-level information, we propose Q-VR, a novel dynamic collaborative rendering solution via software-hardware co-design for enabling future low-latency high-quality mobile VR. At software-level, Q-VR provides flexible high-level tuning interface to reduce network latency while maintaining user perception. At hardware-level, Q-VR accommodates a wide spectrum of hardware and network conditions across users by effectively leveraging the computing capability of the increasingly powerful VR hardware. Extensive evaluation on real-world games demonstrates that Q-VR can achieve an average end-to-end performance speedup of 3.4x (up to 6.7x) over the traditional local rendering design in commercial VR devices, and a 4.1x frame rate improvement over the state-of-the-art static collaborative rendering.