Seokjin Go

dblp:350/2114 · DBLP profile ↗
← Back
5ranked-venue papers
2as first author
5since 2021 · last 2025
0009-0006-9225-7728ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Systems, architecture and hardware · 2 · 1 first-author · 2 since 2021Software engineering, systems software and programming languages · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Characterizing Compute-Communication Overlap in GPU-Accelerated Distributed Deep Learning: Performance and Power Implications
abstract
This paper characterizes the interplay between overlapping compute and communication in GPU-accelerated distributed training, a critical but often overlooked aspect impacting performance and power. We systematically evaluate state-of-the-art NVIDIA (H100/A100) and AMD (MI250/MI210) GPUs, investigating the effects of hardware features including numeric precision, specialized cores, and power capping. Experiments across GPT and LLaMA models show that overlap causes significant compute slowdown (an average of 18.9 % and upto 40.0 %) compared to an ideal scenario where compute executes without communication interference. However, overlapping execution is still faster than sequential execution by an average 10.2 % and maximum of 26.6 %. We find overlap increases peak power, specialized datapaths have mixed effects, and power capping severely exacerbates slowdowns. These results emphasize the need for balanced strategies in optimizing distributed training throughput and power efficiency.
Seonho Lee, Jihwan Oh, Seokjin Go, Divya Mahajan 0001
ISPASS3
2025 Characterizing the Efficiency of Distributed Training: A Power, Performance, and Thermal Perspective
abstract
The rapid scaling of Large Language Models (LLMs) has pushed training workloads far beyond the limits of single-node analysis, demanding a deeper understanding of how these models behave across large-scale, multi-GPU systems.In this paper, we present a comprehensive characterization of LLM training across diverse real-world workloads and hardware platforms, including NVIDIA H100/H200 and AMD MI250 GPUs.We analyze dense and sparse models under various parallelism strategies -tensor, pipeline, data, and expert -and evaluate their effects on hardware utilization, power consumption, and thermal behavior.We further evaluate the effectiveness of optimizations such as activation recomputation and compute-communication overlap.Our findings show that performance is not determined solely by scaling hardware capacity.Scale-up systems with fewer, higher-memory GPUs can outperform scale-out systems in communication-bound regimes, but only under carefully tuned configurations; in other cases, scale-out deployments achieve superior throughput.We also show that certain parallelism combinations, such as tensor with pipeline, lead to bandwidth underutilization due to inefficient data chunking, while increasing microbatch sizes beyond a certain point induces bursty execution and peak power excursions that worsen thermal throttling.These insights reveal how training performance is shaped by complex interactions between hardware, system topology, and model execution.We conclude by offering recommendations for system and hardware design to improve the scalability and reliability of future LLM systems and workloads.The source code of this project is available at https:/
Seokjin Go, Joongun Park, Spandan More, Hanjiang Wu, Irene Wang, Aaron Jezghani, Tushar Krishna, Divya Mahajan 0001
MICRO1
2024 Generalizing Ray Tracing Accelerators for Tree Traversals on GPUs
abstract
Tree traversal is a fundamental operation in many applications, such as database indexing and physics simulations. Although tree traversals feature high parallelism, they are inherently divergent and irregular, leading to inefficient performance on GPUs. Tree traversals are also prevalent in ray tracing, which is executed on dedicated Ray-Tracing Accelerators (RTAs) in modern GPUs to mitigate inefficiencies such as control flow divergence and underutilization of memory bandwidth by irregular memory accesses. In this paper, we propose the Tree Traversal Accelerator (TTA) to replicate the success of RTAs in ray tracing for general tree traversal applications. TTAs extend RTAs to support tree structures and operations beyond those in ray tracing, such as B- Tree search and radius search algorithms, by modifying existing computing units. Despite TTAs' effectiveness, they still rely on fixed-function computations, making it challenging to support other tree-based applications such as N-Body simulation fully. Thus, we introduce TTA + as an alternative design, which modularizes the RTA computing units and makes them programmable, trading some efficiency for flexibility. With less than 1 % increase in RTA area, our proposals can achieve up to S.4x speedup for B-Tree search, 1.7x for N-Body simulation, and 1.2x for select ray-tracing applications.
Dongho Ha, Lufei Liu 0001, Yuan-Hsi Chou, Seokjin Go, Won Woo Ro, Hung-Wei Tseng 0001, Tor M. Aamodt
MICRO4
2024 DEPrune: Depth-wise Separable Convolution Pruning for Maximizing GPU Parallelism
abstract
Depth-wise Separable Convolution (DSConv) has a powerful representation even with fewer parameters and computation, leading to its adoption by almost all of the state-of-the-art CNN models. DSConv models are already compact making it hard to apply pruning, and there are few previous pruning techniques that target depth-wise convolution (DW-conv). In this paper, we present Depth-wise Separable Convolution Pruning (DEPrune), a novel pruning method applied to both point-wise and depth-wise convolutions. DEPrune is optimized by analyzing the computation of DSConv on GPUs. DEPrune employs a fine-grained pruning approach, yet it achieves the structured sparsity typically absent in fine-grained pruning, enabling practical hardware acceleration. Moreover, this method maintains a high pruning ratio without causing any accuracy drop. We additionally represent techniques that further enhance DEPrune performance: 1) balanced workload tuning (BWT), and 2) hardware-aware sparsity recalibration (HSR). Experiment results show that DEPrune achieves up to $3.74\times$ practical speedup in DSConv inference on GPUs while maintaining the accuracy of EfficientNet-B0 on ImageNet.
Cheonjun Park, Mincheol Park, Hyunchan Moon, Myung Kuk Yoon, Seokjin Go, Suhyun Kim 0001, Won Woo Ro
NeurIPS5
2023 Early-Adaptor: An Adaptive Framework forProactive UVM Memory Management
abstract
Unified Virtual Memory (UVM) relieves programmers of the burden of memory management between CPU and GPUs. However, the use of UVM can lead to performance degradation due to its on-demand page migration scheme, especially under memory oversubscription. In this research, we conduct various analyses on real hardware, NVIDIA RTX 3090, to examine such performance degradation with an NVIDIA opensource GPU driver. Our analysis shows that the effectiveness of prefetching highly correlates with the relative number of page faults on a group of contiguous pages, which NVIDIA refers to as a Virtual Address Block (VABlock) spanning across a 2MB virtual address range. Also, the risk of page thrashing is determined by the total number of VABlocks that consistently generate page faults during kernel execution. Hence, the performance impact of the prefetch threshold varies across different workloads. These observations indicate that an adaptive prefetching scheme can resolve the performance bottleneck of memory oversubscription. To this end, we propose the Early-Adaptor (EA) framework, which automatically controls the prefetching aggressiveness based on the page fault history. During runtime, the EA framework monitors patterns of page faults in per-VABlock and in a global scope. After analyzing page fault generation rates and the possibility of page thrashing, the EA framework dynamically controls the prefetching aggressiveness by changing the prefetch threshold. The EA framework requires only minor changes to GPU drivers and needs no changes to the GPU hardware. Experiments on real hardware show that when GPU memory is oversubscribed, the EA framework achieves an average speedup of 1. 74x over the conventional GPU prefetcher.
Seokjin Go, Hyunwuk Lee, Junsung Kim 0002, Jiwon Lee 0001, Myung Kuk Yoon, Won Woo Ro
ISPASS1