VLDB 2026 Research / reviewers in the wild / expert
Chenhao Xie 0001
dblp:175/5479-1
· DBLP profile ↗
31ranked-venue papers
6as first author
24since 2021 · last 2026
0000-0002-1399-0352ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 29 · 6 first-author · 22 since 2021Software engineering, systems software and programming languages · 4 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Computer networks · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Efficient Temporal Graph Network Training via Unified Redundancy EliminationabstractTemporal Graph Network (TGN) is increasingly adopted to model evolving relationships in dynamic graphs. However, the training pipeline is plagued by pervasive redundancy in computation, storage, and data loading. These redundancies harm computational efficiency, exacerbate memory pressure, and induce excessive CPU-GPU data transfers. We present PULSE, an end-to-end TGN training framework that systematically eliminates redundancies guided by a unified minimal-unit principle. To realize such principle, PULSE defines three synergetic units: 1) the Minimal Input Unit (MIU) for component-wise deduplication and operator-level reconstruction of redundant computations, 2) the Minimal Storage Unit (MSU) for dependency-guided message reconstruction, only preserving irreproducible entries while enabling on-demand recovery of others, and 3) the Minimal Reuse Unit (MRU) for GPU memory management, combining a BlockPool-based buffer allocator with a bipartite temporal reuse strategy to mitigate fragmentation and exploit inter-batch locality. Experimental results on representative benchmarks demonstrate that PULSE improves training throughput by up to 6.67× over the state-of-the-art baselines. Hailong Yang 0002, Kejie Ma, Enze Yu, Xin You 0001, Qingxiao Sun, Chenhao Xie 0001, Zhongzhi Luan, Yi Liu 0013, Depei Qian 0001 |
ASPLOS (2) | 8 |
| 2026 | TC_SpGEMM: High Performance Sparse General Matrix Multiplication with Tensor Core-Accelerated
FuKai Sun, Xing Cong, Chenhao Xie 0001, Rui Wang 0014, Zhongzhi Luan, Yi Liu 0013, Depei Qian 0001 |
IPDPS | 3 |
| 2026 | APERTURE: Algorithm-System Co-optimization for Temporal Graph Network InferenceabstractTemporal Graph Networks (TGNs) are widely used to model evolving relationships in dynamic graphs. However, existing inference systems enforce a step-wise paradigm: processing each temporal graph sequentially with a memory update followed by aggregation. We break this dependency by decoupling memory updates from aggregation while preserving prediction accuracy, thereby enabling a global view for fine-grained parallelism control. This design unlocks new optimization opportunities but introduces three system-level challenges: managing intermediate multi-state representations, curbing memory-bound update overheads, and selecting a safe yet efficient aggregation granularity. We present APERTURE, a TGN inference framework that bridges algorithmic semantics and system design. To address the above challenges, APERTURE (1) jointly aggregates temporal states via computation graph transformation, (2) minimizes redundant memory traffic through dependency-aware update reconstruction; (3) selects the optimal granularity by analytically modeling. The experimental results show that APERTURE achieves up to 59.3× speedup over state-of-the-art baselines without compromising accuracy. Hailong Yang 0002, Enze Yu, Qingxiao Sun, Kejie Ma, Kaige Zhang 0002, Chenhao Xie 0001, Depei Qian 0001 |
PPoPP | 7 |
| 2026 | MultiSky: Dynamic Resource Allocation Framework for High-Throughput CGRA Multitask ExecutionabstractCoarse-grained reconfigurable arrays (CGRAs) offer a promising balance between high performance and flexibility, yet dynamic resource allocation in multi-task scenarios remains challenging due to unpredictable task creation/destruction. Existing static approaches lack flexibility, while dynamic methods suffer from high latency or limited applicability. This paper presents MultiSky, a framework for CGRA multi-task dynamic resource allocation, combining a hardware controller and a software pre-mapper. The hardware controller dynamically allocates resources within hundreds of cycles by calculating tile allocation for each task via weighted averaging, and generating tile shapes using a lightweight heuristic algorithm. The software pre-mapper employs incremental compilation to pre-generate configurations, avoiding online transformation overhead. Evaluations on a real-world multi-task scenario demonstrate that MultiSky achieves 1.72× higher throughput than baselines by maintaining 82.7% average resource utilization. The framework scales efficiently with larger CGRAs and task counts, with hardware overhead decreasing to 1% for 16×16 CGRAs. These results highlight MultiSky’s ability to balance flexibility, efficiency, and practicality in dynamic computing environments. Chenhao Xie 0001, Rui Wang 0014, Liansheng Liu, Xiyuan Peng, Yu Peng 0002 |
IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. | 2 |
| 2025 | Achieving Lightweight Super-Resolution for Real-Time Computer GraphicsabstractImage super-resolution (SR) is essential for bridging the gap between modern hardware and real-time computer graphics (CG) applications. It reduces CG workload by allowing low-resolution rendering, with original quality restored later via mathematical operations or machine learning. However, recent learning-based SR methods often rely on complex models, demanding high computational resources and undermining the benefits of reduced rendering workload. Our qualitative and quantitative analysis of the SR process and rendering reveals that readily accessible rendering information can significantly enhance neural network design by serving as additional features. To capitalize on this, we propose CGSR, an optimization framework designed for lightweight real-time super-resolution. CGSR utilizes rendering information to boost both network extensibility and efficiency. It utilizes progressively available rendering information from the pipeline, which arrives earlier than the rendered frame, enabling pre-processing and masking of latency. These features are then integrated into a selected SR network backbone to form a CG-enhanced network. This network is further optimized and refined into a CG-optimized version using neural architecture search (NAS). To improve runtime performance, CGSR also employs rendering-aware hybrid pruning, which dynamically prunes the network based on temporal rendering data. Evaluation results show that CGSR significantly reduces parameter size, multi-add operations, and inference time while maintaining high SR quality across various backbone SR networks. Yu Wen 0003, Chenhao Xie 0001, Xin Fu 0001 |
AAAI | 3 |
| 2025 | CB-SpMV: A Data Aggregating and Balance Algorithm for for Cache-Friendly Block-Based SpMV on GPUsabstractSparse matrix-vector multiplication (SpMV) is crucial in computational science, engineering, and machine learning. Despite substantial efforts to improve SpMV performance on GPUs through various techniques, issues related to data locality, hardware utilization, and load balancing persist, leaving room for further optimization. This paper presents CB-SpMV, a cache-friendly SpMV optimization algorithm, using a novel data convergent and adaptable 2D blocking structure. The matrix in CB-SpMV is divided into independent sub-blocks, with virtual pointers aggregating different types of intra-block data for better cache-level data locality. To enhance hardware utilization, a block-aware column aggregation strategy and the selection of sub-block formats are proposed to accelerate computation and adapt to varying sparse matrices. Finally, an inter-block load-balancing algorithm is designed to ensure efficient workload distribution across thread blocks. Experimental evaluations on 2,843 matrices from the SuiteSparse Collection show that CB-SpMV significantly improves cache hit rates and achieves average speedups of up to 3.95x over state-of-the-art methods like cuSPARSE-BSR, TileSpMV, and DASP on NVIDIA A100 and RTX 4090 GPUs. The implementation is available at: \url{https://github.com/xing-cong/CB-Sparse}. Xing Cong, FuKai Sun, YiFan Chen, Chenhao Xie 0001, Yi Liu 0013, Depei Qian 0001 |
ICS | 4 |
| 2025 | MEFusion: Memory-Efficient Data Fusion for Real-Time 3D Reconstruction On Resource-Constrained DevicesabstractOnline semantic 3D modeling from streaming RGB-D data fundamentally requires consistent fusion of 2D segmentation. Popular approaches address segmentation inconsistencies through histogram-based label aggregation, where each 3D element (point/voxel) maintains the frequency of candidate labels, which introduces prohibitive memory and computational overhead for resource-constrained devices. In response to this challenge, we propose MEFusion, a memory-efficient probabilistic fusion framework to avoid element-wise histogram aggregation. Specifically, we propose an element-wise probability update algorithm based on Bayesian Estimation, where each voxel stores only one instance label and updates it based on a posterior probability to maintain segmentation consistency. Following 3D segmentation, we establish a segment-wise voting framework to aggregate the semantic labels from historical data, where co-segment voxels share the semantic voting histogram, for semantic consistency. Our experiments demonstrate that our method achieves a memory reduction of 77%(85%) and a speed improvement of 58%(6.12x) on the desktop (embedded) platform while maintaining comparable reconstruction accuracy to the state-of-the-art point-cloud-based method. Ruizhi Cao, Rui Wang 0014, Yu Wen 0003, Chenhao Xie 0001 |
IROS | 4 |
| 2025 | FexMo: Enabling Fuse Execution Mode for Multi-task CGRAs
Chenhao Xie 0001, Chuliang Guo, Liansheng Liu, Xiyuan Peng, Datong Liu, Yu Peng 0002 |
MICRO | 2 |
| 2025 | Deep Learning Operators Performance Tuning for Changeable Sized Input Data on Tensor Accelerate HardwareabstractThe operator library is the fundamental infrastructure of deep learning acceleration hardware. Automatically generating the library and tuning its performance is promising because the manual development by well-trained and skillful programmers is costly in terms of both time and money. Tensor hardware has the best computing efficiency for deep learning applications, but the operator library programs are hard to tune because the tensor hardware primitives have many limitations. Otherwise, the performance is difficult to be fully explored. The recent advancement in LLM exacerbates this problem because the size of input data is not fixed. Therefore, mapping the computing tasks of operators to tensor hardware units is a significant challenge when the shape of the input tensor is unknown before the runtime. We propose DSAT, a deep learning operator performance autotuning technique for changeable-sized input data on tensor hardware. To match the input tensor's undetermined shape, we choose a group of abstract computing units as the basic building blocks of operators for changeable-sized input tensor shapes. We design a group of programming tuning rules to construct a large exploration space of the variant implementation of the operator programs. Based on these rules, we construct an intermediate representation of computing and memory access to describe the computing process and use it to map the abstract computing units to tensor primitives. To speed up the tuning process, we narrow down the optimization space by predicting the actual hardware resource requirement and providing an optimized cost model for performance prediction. DSAT achieves performance comparable to the vendor's manually tuned operator libraries. Compared to state-of-the-art deep learning compilers, it improves the performance of inference by 13% on average and decreases the tuning time by an order of magnitude. Pengyu Mu, Yi Liu 0013, Rui Wang 0014, Hangcheng An, Qianhe Zhao, Hailong Yang 0002, Chenhao Xie 0001, Zhongzhi Luan, Chunye Gong, Depei Qian 0001 |
IEEE Trans. Computers | 8 |
| 2025 | AR-Light: Enabling Fast and Lightweight Multi-User Augmented Reality via Semantic Segmentation and Collaborative View SynchronizationabstractMulti-user Augmented Reality (MuAR) allows multiple users to interact with shared virtual objects, facilitated by exchanging environment information. Current MuAR systems rely on 3D point clouds for real-world analysis, view synchronization, object rendering, and movement tracking. However, the complexity of 3D point clouds leads to significant processing delays, with approximately 80% of overhead in commercial frameworks. This hampers usability and degrades user experience. Our analysis reveals that maintaining the facing side of the real-world scene in a stable environment provides sufficient information for virtual object placement and rendering. To address this, we introduce a lightweight quadtree structure, representing 2D scenes through semantic segmentation and geometry, as an alternative to 3D point clouds. Additionally, we propose a novel correction method to handle potential shifts in virtual object placement during view synchronization among users. Combining all designs, we implement a fast and lightweight MuAR framework namedAR-Lightand test our framework on commercial AR devices. The evaluation results on real-world applications demonstrate that AR-Light can achieve high performance in various real-world scenes while maintaining a comparable virtual object placement accuracy. Yu Wen 0003, Aamir Bader Shah, Ruizhi Cao, Jiefu Chen, Xuqing Wu 0001, Chenhao Xie 0001, Xin Fu 0001 |
IEEE Trans. Computers | 7 |
| 2025 | DynMap: A Heuristic Dynamic Mapper for CGRA Multitask Dynamic Resource AllocationabstractCoarse-grained reconfigurable architecture (CGRA) has received increasing attention in both industry and academia due to its comprehensive advantages of performance, energy efficiency, and flexibility. To improve the resource utilization and handle the mixing workloads in the real-world, multiple tasks sharing the whole CGRA has became an important technical trend, and the varying resource requirements throughout their life cycles also makes run-time dynamic resource allocation (DRA) necessary for higher-multitask throughput. As the key stage of DRA, dynamic mapping (DM) is responsible for mapping kernels within each task to the dynamically allocated CGRA resources. However, existing DM methods have difficulty to balance the mapping time and the mapping quality, resulting in a significant gap between the actual and the optimal task throughput. To address the challenge, we propose DynMap, a heuristic dynamic mapper for CGRA multitask DRA. With the support of specialized scheduling and routing schemes, DynMap heuristically references the placement tendency in the static mapping result to dramatically save the mapping time, while maintaining the high-mapping quality by minimizing the possibility of resource conflicts. Experimental evaluation demonstrates DynMap not only achieves the average 1.17 ms mapping time and average 98.33% of the optimal mapping quality on different CGRA architectures, but also reaches average 98.85% of the optimal task throughput expected by different CGRA multitask DRA scenarios, reducing the gap between actual and optimal task throughput average$31.75\times $smaller than that of the current methods. Chenhao Xie 0001, Liansheng Liu, Xiyuan Peng |
IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. | 2 |
| 2025 | PreTrans: Enabling Efficient CGRA Multi-Task Context Switch Through Config Pre-Mapping and Data TransceivingabstractDynamic resource allocation guarantees the performance of CGRA multi-task, but incurs a wide range of incompatible contexts (config & data) to the CGRA architecture. However, traditional context switch approaches including online config transformation and data reloading may significantly block the task to process inputs under new resource allocation decisions, resulting in the limited task throughput. To address this issue, online config transformation can be avoided if compatible configs have been prepared through offline pre-mapping, but traditional CGRA mappers require days to achieve comprehensive pre-mapping with considerable quality. Besides, online data reloading can also be eliminated through memory sharing, but the traditional arbiter-based approach has the difficulty of trading off physical complexity and memory access parallelism. PreTrans is the first system design to achieve the efficient CGRA multi-task context switch. PreTrans first avoids the online config transformation through a software incremental pre-mapper, which re-utilizes the previously finished pre-mapping results to dramatically accelerate the pre-mapping of subsequent resource allocation decisions with negligible mapping quality loss. Secondly, PreTrans replaces the traditional arbiter with a hardware data transceiver to better support the memory sharing that eliminates data reloading, which allows each tile to possess an individual memory that maximizes the access parallelism without introducing significant physical overhead. The overall evaluation demonstrates that PreTrans achieves 1.13$\sim 2.46\times$throughput improvement on pipeline and parallel multi-task scenarios, and can reach the target throughput immediately after the new resource allocation decision takes effect. Ablation study further shows that the pre-mapper is more than 3 magnitudes faster than the traditional CGRA mapper while maintaining more than 99% of the optimal mapping quality, and the data transceiver only introduces 9.02% hardware area overhead under 16×16 CGRA. Chenhao Xie 0001, Liansheng Liu, Xiyuan Peng, Yu Peng 0002, Hailong Yang 0002, Depei Qian 0001 |
IEEE Trans. Parallel Distributed Syst. | 2 |
| 2024 | Efficient Radius Search for Adaptive Foveal Sizing Mechanism in Collaborative Foveated Rendering FrameworkabstractCollaborative Foveated Rendering (CFR) is the latest collaborative rendering framework proposed to enable high frame rate VR applications on mobile devices. Compared with the strategies adopted in conventional collaborative rendering, the pixel-based Adaptive Foveal Sizing (AFS) mechanism in CFR offers a more flexible and intelligent workload trade-off by predicting the radius. However, the performance of the AFS mechanism in actual deployment depends on its adaptability to two factors, including the Sudden Environmental Variations (SEV) and the Random Discrete Latency (RDL). Guaranteeing the performance of the AFS mechanism by adapting to these two factors is of great significance to guaranteeing users' immersive experience.This paper identifies the existence of the SEV and RDL phenomenon in the AFS mechanism for the first time, and contributes the first method that offers the effective and real-time AFS mechanism implementation for the practical deployment, namely the Efficient Radius Search (ERS).The ERS method efficiently searches the largest radius online that controls the rendering workload within the foveated layer just below the offline baked threshold, thereby achieving the immediate response to SEV and reducing the oscillating frame rendering latency led by RDL.Through the experiments on 3 VR applications and 4 mobile devices, the resulting 2.44× to 9.07× higher frame rate precision compared with the state-of-the-art method demonstrate the superiority of the ERS method. Chenhao Xie 0001, Liansheng Liu, Philip H. W. Leong, Shuaiwen Song |
IEEE Trans. Mob. Comput. | 2 |
| 2023 | Post0-VR: Enabling Universal Realistic Rendering for Modern VR via Exploiting Architectural Similarity and Data SharingabstractTo provide users with a fully immersive environment, VR post-processing, which adds numerous realistic effects on the frame after rendering, plays a key role in modern VR systems. Current post-processing is processed separately from normal rendering by the graphics processing unit (GPU). As a result, the GPU needs to first render a high-resolution frame and then add the post-processing effects within a very short time frame. Our in-depth experimental results on commercial VR products demonstrate that the post-processing in VR applications extends the VR frame time by approximately 2X on average. Furthermore, the ever-increasing resolution requirements of modern VR significantly increase the workloads for post-processing in the execution pipeline. This long delay causes VR real-time execution to frequently miss the critical frame-time deadline, thus hurting users’ quality of experience.Based on the analysis of VR post-processing workflow and its common realistic effects, we observe that post-processing shares the same hardware pipeline with normal rendering, and even reuses the intermediate data produced by normal rendering. To fully utilize this hardware-level similarity and capture the data locality, we propose a novel universal realistic rendering architecture for VR, named Post0-VR, which eliminates post-processing by directly merging the common realistic effects into the normal rendering process. Based on our newly proposed VR architecture design, we further propose a dynamic accuracy adjustment method to simplify the normal rendering without hurting users’ perception. The evaluation results on real-world applications demonstrate that Post0-VR can support different types of realistic effects while significantly improving the overall VR rendering performance. Yu Wen 0003, Chenhao Xie 0001, Shuaiwen Song, Xin Fu 0001 |
HPCA | 2 |
| 2022 | MemGaze: Rapid and Effective Load-Level Memory Trace AnalysisabstractA challenge of memory trace analysis is combining detailed analysis and low overhead measurement. Currently, hardware/software-based analysis of load-level sequences easily incurs time slowdowns of 100x. We present MemGaze, a tool for low-overhead, high-resolution memory trace analysis. MemGaze uses Intel's Processor Tracing (PT) instruction ptwrite to collect sampled and compressed memory address traces for load-level, sequence-aware analysis of data reuse. We describe multi-resolution analysis for locations vs. operations, accesses vs. spatio-temporal reuse, and reuse (distance, rate, volume) vs. access patterns. Both trace size and resolution are controllable. We use MemGaze to elucidate the memory effects of different data structures and algorithms. For sampled traces that are ≈ 1 % of a full one, analysis metrics have 1-25% MAPE for histograms of varying dynamic sequence lengths. With current suboptimal kernel support (PT runs continuously), MemGaze's time overhead is typically 10-95%; 7x at worst. However, when PT runs only during samples, overhead is 10–35 % on memory intensive regions and correlates with executed ptwrites. Ozgur O. Kilic, Nathan R. Tallent, Yasodha Suriyakumar, Chenhao Xie 0001, Andrés Márquez 0001, Stéphane Eranian |
CLUSTER | 4 |
| 2022 | DRIPS: Dynamic Rebalancing of Pipelined Streaming Applications on CGRAsabstractCoarse-grained reconfigurable arrays (CGRAs) provide higher flexibility than application-specific integrated circuits (ASICs) and higher efficiency than fine-grained reconfigurable devices such as Field Programmable Gate Arrays (FPGAs). However, CGRAs are generally designed to support offloading of a single kernel. While the CGRA design, based on communicating functional units, appears to naturally suit data streaming applications composed of multiple cooperating kernels, current approaches only statically partition the resources across application kernels. However, emerging streaming applications at the edge (scientific instruments, sensor networks, network processing) perform much more than digital signal processing and often are data and input dependent. This leads to extremely variable kernel execution times, severely impacting the throughput of the entire pipeline if resources are only statically allocated. Therefore, in this paper, we propose DRIPS — a novel CGRA architecture that can dynamically rebalance the pipeline of data-dependent streaming applications. We present a unified compiler framework to facilitate the mapping of a given streaming application onto the DRIPS CGRA architecture. The experimental results show that DRIPS achieves an average throughput improvement of 1.46× across a set of representative applications over a statically partitioned solution. The additional area overhead to enable dynamic rebalancing consumes 16.34% of the entire area for a 5×5 CGRA prototype. Cheng Tan 0002, Nicolas Bohm Agostini, Tong Geng, Chenhao Xie 0001, Jiajia Li 0001, Ang Li 0006, Kevin J. Barker, Antonino Tumeo |
HPCA | 4 |
| 2021 | OpenCGRA: Democratizing Coarse-Grained Reconfigurable ArraysabstractReconfigurable architectures are today experiencing a renewed interest for their ability to provide specialization without sacrificing the capability to adapt to disparate workloads. Coarse-grained reconfigurable arrays (CGRAs) provide higher flexibility than application-specific integrated circuits (ASICs) while offering increased hardware efficiency with respect to field-programmable gate arrays (FPGAs). This makes CGRAs a promising alternative to enable power-/area-efficient acceleration across different application domains. Unfortunately, specializing and implementing a CGRA for a specific application domain requires the exploration in a large design space (e.g., applying appropriate loop transformation on each application, specializing the reconfigurable processing elements of the CGRA, refining the network topology, deciding the size of the data memory, etc.) and involves enormous software/hardware engineering effort (e.g., modeling, testing, and evaluating the CGRA, map operations onto the CGRA, etc). In this paper, we discuss a hardware/software co-design framework*to automatically specialize and implement optimal CGRA designs given a set of applications of interest. Cheng Tan 0002, Nicolas Bohm Agostini, Jeff Zhang 0001, Marco Minutoli, Vito Giovanni Castellana, Chenhao Xie 0001, Tong Geng, Ang Li 0006, Kevin J. Barker, Antonino Tumeo |
ASAP | 6 |
| 2021 | Q-VR: system-level design for future mobile collaborative virtual realityabstractHigh 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. Chenhao Xie 0001, Xie Li, Yang Hu 0001, Huwan Peng, Michael B. Taylor, Shuaiwen Song |
ASPLOS | 1 |
| 2021 | AURORA: Automated Refinement of Coarse-Grained Reconfigurable AcceleratorsabstractCoarse-grained reconfigurable arrays (CGRAs), loosely defined as arrays of functional units interconnected through a network-on-chip (NoC), provide higher flexibility than domain-specific ASIC accelerators while offering increased hardware efficiency with respect to fine-grained reconfigurable devices, such as Field Programmable Gate Arrays (FPGAs). Unfortunately, designing a CGRA for a specific application domain involves enormous softwarelhardware engineering effort (e.g., designing the CGRA, map operations onto the CGRA, etc) and requires the exploration on a large design space (e.g., applying appropriate loop transformation on each application, specializing the reconfigurable processing elements of the CGRA, refining the network topology, deciding the size of the data memory, etc). In this paper, we propose AURORA* - a hardware/software codesign framework to automatically synthesize optimal CGRA given a set of applications of interest. Cheng Tan 0002, Chenhao Xie 0001, Ang Li 0006, Kevin J. Barker, Antonino Tumeo |
DATE | 2 |
| 2021 | DynPaC: Coarse-Grained, Dynamic, and Partially Reconfigurable Array for Streaming ApplicationsabstractCoarse-grained reconfigurable arrays (CGRAs) provide higher flexibility than application-specific integrated circuits (ASICs) and higher efficiency than fine-grained reconfigurable devices such as Field Programmable Gate Arrays (FPGAs). However, CGRAs are generally designed to support offloading of a single kernel. While their design, based on communicating functional units, appears to naturally suit streaming applications composed of multiple cooperating kernels, current approaches only statically partition the resources across kernels. However, streaming applications often are data-dependent, leading to variable kernel execution times depending on the input data and impacting the throughput of the entire pipeline if resources are statically allocated. Therefore, in this paper, we discuss the design of DynPaC — a coarse-grained, dynamically, and partially reconfigurable array for data-dependent streaming applications. We discuss the required software and hardware components to manage partial dynamic reconfiguration. We demonstrate that by supporting partial dynamic reconfiguration, we can obtain an average speedup of 1.44× for a representative set of applications w.r.t. static partitioning, with a limited area overhead (6.4% of the entire chip). Cheng Tan 0002, Tong Geng, Chenhao Xie 0001, Nicolas Bohm Agostini, Jiajia Li 0001, Ang Li 0006, Kevin J. Barker, Antonino Tumeo |
ICCD | 3 |
| 2021 | Fast and Scalable Sparse Triangular Solver for Multi-GPU Based HPC ArchitecturesabstractDesigning efficient and scalable sparse linear algebra kernels on modern multi-GPU based HPC systems is a challenging task due to significant irregular memory references and workload imbalance across GPUs. These challenges are particularly compounded in the case of Sparse Triangular Solver (SpTRSV), which introduces additional complexity of two-dimensional computation dependencies among subsequent computation steps. Dependency information may need to be exchanged and shared among GPUs, thus warranting for efficient memory allocation, data partitioning, and workload distribution as well as fine-grained communication and synchronization support. In this work, we focus on designing algorithm for SpTRSV in a single-node, multi-GPU setting. 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 an average of 3.53 × (up to 9.86 ×) speedup on a DGX-1 system and 3.66 × (up to 9.64 ×) speedup on a DGX-2 system with four 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 systems. Chenhao Xie 0001, Jieyang Chen, Jesun Sahariar Firoz, Jiajia Li 0001, Shuaiwen Song, Kevin J. Barker, Mark Raugas, Ang Li 0006 |
ICPP | 1 |
| 2021 | I-GCN: A Graph Convolutional Network Accelerator with Runtime Locality Enhancement through IslandizationabstractGraph Convolutional Networks (GCNs) have drawn tremendous attention in the past three years. Compared with other deep learning modalities, high-performance hardware acceleration of GCNs is as critical but even more challenging. The hurdles arise from the poor data locality and redundant computation due to the large size, high sparsity, and irregular non-zero distribution of real-world graphs. Tong Geng, Chunshu Wu, Yongan Zhang, Cheng Tan 0002, Chenhao Xie 0001, Haoran You, Martin C. Herbordt, Yingyan (Celine) Lin, Ang Li 0006 |
MICRO | 5 |
| 2021 | Enabling Highly Efficient Capsule Networks Processing Through Software-Hardware Co-DesignabstractAs the demand for the image processing increases, the image features become increasingly complicated. Although the Convolutional Neural Network (CNN) have been widely adopted for the imaging processing tasks, it has been found easily misled due to the massive usage of pooling operations. A novel neural network structure called Capsule Networks (CapsNet) is proposed to address the CNN challenge and essentially enhance the learning ability for the image segmentation and object detection. Since the CapsNet contains the high volume of the matrix execution, it has been generally accelerated on modern GPU platforms with the highly optimized deep-learning library. However, the routing procedure of CapsNet introduces the special program and execution features,including massive unshareable intermediate variables and intensive synchronizations, causing inefficient CapsNet execution on modern GPU. To address these challenges, we propose the software-hardware co-designed optimizations, SH-CapsNet, which includes the software-level optimizations namedS-CapsNetand a hybrid computing architecture design namedPIM-CapsNet. In software-level, S-CapsNet reduces the computation and memory accesses by exploiting the computational redundancy and data similarity of the routing procedure. In hardware-level, the PIM-CapsNet leverages the processing-in-memory capability of today's 3D stacked memory to conduct the off-chip in-memory acceleration solution for the routing procedure, while pipelining with the GPU's on-chip computing capability for accelerating CNN types of layers in CapsNet. Evaluation results demonstrate that either our software or hardware optimizations can significantly improve the CapsNet execution efficiency. Together, our co-design can achieve greatly improvement on both performance (3.41 x) and energy savings (68.72 percent) for CapsNet inference, with negligible accuracy loss. Xingyao Zhang 0002, Xin Fu 0001, Donglin Zhuang, Chenhao Xie 0001, Shuaiwen Song |
IEEE Trans. Computers | 4 |
| 2021 | ARENA: Asynchronous Reconfigurable Accelerator Ring to Enable Data-Centric Parallel ComputingabstractThe next generation HPC and data centers are likely to be reconfigurable and data-centric due to the trend of hardware specialization and the emergence of data-driven applications. In this article, we propose ARENA - an asynchronous reconfigurable accelerator ring architecture as a potential scenario on how the future HPC and data centers will be like. Despite using the coarse-grained reconfigurable arrays (CGRAs) as the substrate platform, our key contribution is not only the CGRA-cluster design itself, but also the ensemble of a new architecture and programming model that enables asynchronous tasking across a cluster of reconfigurable nodes, so as to bring specialized computation to the data rather than the reverse. We presume distributed data storage without asserting any prior knowledge on the data distribution. Hardware specialization occurs at runtime when a task finds the majority of data it requires are available at the present node. In other words, we dynamically generate specialized CGRA accelerators where the data reside. The asynchronous tasking for bringing computation to data is achieved by circulating the task token, which describes the dataflow graphs to be executed for a task, among the CGRA cluster connected by a fast ring network. Evaluations on a set of HPC and data-driven applications across different domains show that ARENA can provide better parallel scalability with reduced data movement (53.9 percent). Compared with contemporary compute-centric parallel models, ARENA can bring on average 4.37× speedup. The synthesized CGRAs and their task-dispatchers only occupy 2.93mm$^2$2chip area under 45nm process technology and can run at 800MHz with on average 759.8mW power consumption. ARENA also supports the concurrent execution of multi-applications, offering ideal architectural support for future high-performance parallel computing and data analytics systems. Cheng Tan 0002, Chenhao Xie 0001, Tong Geng, Andrés Márquez 0001, Antonino Tumeo, Kevin J. Barker, Ang Li 0006 |
IEEE Trans. Parallel Distributed Syst. | 2 |
| 2020 | Enabling Highly Efficient Capsule Networks Processing Through A PIM-Based Architecture DesignabstractIn recent years, the CNNs have achieved great successes in the image processing tasks, e.g., image recognition and object detection. Unfortunately, traditional CNN's classification is found to be easily misled by increasingly complex image features due to the usage of pooling operations, hence unable to preserve accurate position and pose information of the objects. To address this challenge, a novel neural network structure called Capsule Network has been proposed, which introduces equivariance through capsules to significantly enhance the learning ability for image segmentation and object detection. Due to its requirement of performing a high volume of matrix operations, CapsNets have been generally accelerated on modern GPU platforms that provide highly optimized software library for common deep learning tasks. However, based on our performance characterization on modern GPUs, CapsNets exhibit low efficiency due to the special program and execution features of their routing procedure, including massive unshareable intermediate variables and intensive synchronizations, which are very difficult to optimize at software level. To address these challenges, we propose a hybrid computing architecture design named PIM-CapsNet. It preserves GPU's on-chip computing capability for accelerating CNN types of layers in CapsNet, while pipelining with an off-chip in-memory acceleration solution that effectively tackles routing procedure's inefficiency by leveraging the processing-in-memory capability of today's 3D stacked memory. Using routing procedure's inherent parallellization feature, our design enables hierarchical improvements on CapsNet inference efficiency through minimizing data movement and maximizing parallel processing in memory. Evaluation results demonstrate that our proposed design can achieve substantial improvement on both performance and energy savings for CapsNet inference, with almost zero accuracy loss. The results also suggest good performance scalability in optimizing the routing procedure with increasing network size. Xingyao Zhang 0002, Shuaiwen Song, Chenhao Xie 0001, Jing Wang 0055, Weigong Zhang, Xin Fu 0001 |
HPCA | 3 |
| 2020 | OpenCGRA: An Open-Source Unified Framework for Modeling, Testing, and Evaluating CGRAsabstractCoarse-grained reconfigurable arrays (CGRAs), loosely defined as arrays of functional units (e.g., adder, subtractor, multiplier, divider, or larger multi-operation units, but smaller than a general-purpose core) interconnected through a Network-on-Chip, provide higher flexibility than domain-specific ASIC accelerators while offering increased hardware efficiency with respect to fine-grained reconfigurable devices, such as Field Programmable Gate Arrays (FPGAs). The fast evolving fields of machine learning and edge computing, which are seeing a continuous flow of novel algorithms and larger models, make CGRAs ideal architectures to allow domain specialization without losing too much generality. Designing and generating a CGRA, however, still requires to define the type and number of the specific functional units, implement their interconnect and the network topology, and perform the simulation and validation, given a variety of workloads of interest. In this paper, we propose OpenC-GRA *, the first open-source integrated framework that is able to support the full top-to-bottom design flow for specializing and implementing CGRAs: modeling at different abstraction levels (functional level, cycle level, register-transfer level) with compiler support, verification at different granularities (unit testing, integration testing, property-based testing), simulation, generation of synthesizable Verilog, and characterization (area, power, and timing). By using OpenCGRA, it only takes a few hours to build a specialized power- and area-efficient CGRA throughout the entire design flow given a set of applications of interest. OpenCGRA is available online at https://github.com/pnnl/OpenCGRA. Cheng Tan 0002, Chenhao Xie 0001, Ang Li 0006, Kevin J. Barker, Antonino Tumeo |
ICCD | 2 |
| 2019 | PIM-VR: Erasing Motion Anomalies In Highly-Interactive Virtual Reality World with Customized Memory CubeabstractWith the revolutionary innovations emerging in the computer graphics domain, virtual reality (VR) has become increasingly popular and mainstream for entertainment, medical simulation and education. In the highly-interactive VR world, the motion-to-photon delay (MPD) which represents the delay from users' head motion to the responded image displayed on their head devices, is the most critical factor for a successful VR experience. Long MPD may cause user to experience significant motion anomalies: judder, lagging and sickness. In order to alleviate this negative effect, asynchronous time warp (ATW) has been proposed by VR vendors to map the rendered stereoscopic frame in the correct position using the latest head-motion information. However, after a careful investigation on the efficiency of the current GPU-accelerated ATW through executing real VR applications on modern VR hardware, we observe that the current ATW design on commercial hardware cannot achieve the ideal MPD and often cause ATW to miss the refresh deadline, resulting in motion anomalies and dropped frame rate. This is caused by two major challenges: inefficient VR execution model and intensive off-chip memory accesses. To tackle these, we propose a preemption-free Processing-In-Memory based ATW design which asynchronously executes ATW within a 3D-stacked memory, without interrupting the rendering tasks on the host GPU. We also identify a redundancy reduction mechanism to further simplify and accelerate the ATW operation. A comprehensive evaluation on our proposed design demonstrates that our PIM-based ATW can achieve the ideal MPD and provide superior user experience. Finally, we provide a design space exploration to showcase different design choices for the PIM-based ATW design. Chenhao Xie 0001, Xingyao Zhang 0002, Ang Li 0006, Xin Fu 0001, Shuaiwen Song |
HPCA | 1 |
| 2019 | OO-VR: NUMA friendly object-oriented VR rendering framework for future NUMA-based multi-GPU systemsabstractWith the strong computation capability, NUMA-based multi-GPU system is a promising candidate to provide sustainable and scalable performance for Virtual Reality (VR) applications and deliver the excellent user experience. However, the entire multi-GPU system is viewed as a single GPU under the single programming model which greatly ignores the data locality among VR rendering tasks during the workload distribution, leading to tremendous remote memory accesses among GPU models (GPMs). The limited inter-GPM link bandwidth (e.g., 64GB/s for NVlink) becomes the major obstacle when executing VR applications in the multi-GPU system. By conducting comprehensive characterizations on different kinds of parallel rendering frameworks, we observe that distributing the rendering object along with its required data per GPM can reduce the inter-GPM memory accesses. However, this object-level rendering still faces two major challenges in NUMA-based multi-GPU system: (1) the large data locality between the left and right views of the same object and the data sharing among different objects and (2) the unbalanced workloads induced by the software-level distribution and composition mechanisms. Chenhao Xie 0001, Xin Fu 0001, Mingsong Chen 0001, Shuaiwen Song |
ISCA | 1 |
| 2018 | Perception-Oriented 3D Rendering Approximation for Modern Graphics ProcessorsabstractAnisotropic filtering enabled by modern rasterization-based GPUs provides users with extremely authentic visualization experience, but significantly limits the performance and energy efficiency of 3D rendering process due to its large texture data requirement. To improve 3D rendering efficiency, we build a bridge between anisotropic filtering process and human visual system by analyzing users’ perception on image quality. We discover that anisotropic filtering does not impact user perceived image quality on every pixel. This motives us to approximate the anisotropic filtering process for non-perceivable pixels in order to improve the overall 3D rendering performance without damaging user experience. To achieve this goal, we propose a perceptionoriented runtime approximation model for 3D rendering by leveraging the inner-relationship between anisotropic and isotropic filtering. We also provide a low-cost texture unit design for enabling this approximation. Extensive evaluation on modern 3D games demonstrates that, under a conservative tuning point, our design achieves a significant average speedup of 17% for the overall 3D rendering along with 11% total GPU energy reduction, without visible image quality loss from users’ perception. It also reduces the texture filtering latency by an average of 29%. Additionally, it creates a unique perception-based tuning space for performance-quality tradeoffs on graphics processors. Chenhao Xie 0001, Xin Fu 0001, Shuaiwen Song |
HPCA | 1 |
| 2018 | Towards Memory Friendly Long-Short Term Memory Networks (LSTMs) on Mobile GPUsabstractIntelligent Personal Assistants (IPAs) with the capability of natural language processing (NLP) are increasingly popular in today's mobile devices. Recurrent neural networks (RNNs), especially one of their forms – Long-Short Term Memory networks (LSTMs), are becoming the core machine learning technique applied in the NLP-based IPAs. With the continuously improved performance of mobile GPUs, local processing has become a promising solution to the large data transmission and privacy issues induced by the cloud-centric computations of IPAs. However, LSTMs exhibit quite inefficient memory access pattern when executed on mobile GPUs due to the redundant data movements and limited off-chip bandwidth. In this study, we aim to explore the memory friendly LSTM on mobile GPUs by hierarchically reducing the off-chip memory accesses. To address the redundant data movements, we propose inter-cell level optimizations that intelligently parallelize the originally sequentially executed LSTM cells (basic units in RNNs, corresponding to neurons in CNNs) to improve the data locality across cells with negligible accuracy loss. To relax the pressure on limited off-chip memory bandwidth, we propose intra-cell level optimizations that dynamically skip the loads and computations of rows in the weight matrices with trivial contribution to the outputs. We also introduce a light-weighted module to the GPUs architecture for the runtime row skipping in weight matrices. Moreover, our techniques are equipped with thresholds which provide a unique tunning space for performance-accuracy trade-offs directly guided by the user preferences. The experimental results show our optimizations achieves substantial improvements on both performance and power with user-imperceptible accuracy loss. And our optimizations exhibit the strong scalability with the increasing input data set. Our user study also shows that our designed system delivers the excellent user experience. Xingyao Zhang 0002, Chenhao Xie 0001, Jing Wang 0055, Xin Fu 0001 |
MICRO | 2 |
| 2017 | Processing-in-Memory Enabled Graphics Processors for 3D RenderingabstractThe performance of 3D rendering of Graphics Processing Unit that converts 3D vector stream into 2D frame with 3D image effects significantly impacts users gaming experience on modern computer systems. Due to its high texture throughput requirement, main memory bandwidth becomes a critical obstacle for improving the overall rendering performance. 3D-stacked memory systems such as Hybrid Memory Cube provide opportunities to significantly overcome the memory wall by directly connecting logic controllers to DRAM dies. Although recent works have shown promising improvement in performance by utilizing HMC to accelerate special-purpose applications, a critical challenge of how to effectively leverage its high internal bandwidth and computing capability in GPU for 3D rendering remains unresolved. Based on the observation that texel fetches greatly impact off-chip memory traffic, we propose two architectural designs to enable Processing-In-Memory based GPU for efficient 3D rendering. Additionally, we employ camera angles of pixels to control the performance-quality tradeoff of 3D rendering. Extensive evaluation across several real-world games demonstrates that our design can significantly improve the performance of texture filtering and 3D rendering by an average of 3.97X (up to 6.4X) and 43% (up to 65%) respectively, over the baseline GPU. Meanwhile, our design provides considerable memory traffic and energy reduction without sacrificing rendering quality. Chenhao Xie 0001, Shuaiwen Song, Jing Wang 0055, Weigong Zhang, Xin Fu 0001 |
HPCA | 1 |