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Cedric Nugteren

dblp:55/9958 · DBLP profile ↗
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11ranked-venue papers
6as first author
2since 2021 · last 2021
—ORCID · none

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

Systems, architecture and hardware · 9 · 6 first-author · 1 since 2021Software engineering, systems software and programming languages · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer architecture, parallel and distributed computing, and storage systems
5 papers
GPUs and heterogeneous computing · 44% Performance modeling and evaluation · 37% Memory systems · 8%
Artificial intelligence
1 paper
Segmentation and scene understanding · 67% Trustworthy machine learning · 33%
Software engineering, system software, and programming languages
2 papers
Compilers and program optimization · 100%

Topics — the 14 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Performance modeling and evaluation
performance prediction
0.732021
On the Anatomy of Predictive Models for Accelerating GPU Convolution Kernels and Beyond · ACM Trans. Archit. Code Optim. 2021
The boat hull model: adapting the roofline model to enable performance prediction for parallel computing · PPoPP 2012
Algorithmic species: A classification of affine loop nests for parallel programming · ACM Trans. Archit. Code Optim. 2013
Computer vision › Segmentation and scene understanding
semantic segmentation
0.512021
Calibrated Adversarial Refinement for Stochastic Semantic Segmentation · ICCV 2021
Computer vision › Segmentation and scene understanding › semantic segmentation
stochastic semantic segmentation
0.512021
Calibrated Adversarial Refinement for Stochastic Semantic Segmentation · ICCV 2021
Machine learning › Trustworthy machine learning
uncertainty estimation
0.512021
Calibrated Adversarial Refinement for Stochastic Semantic Segmentation · ICCV 2021
GPUs and heterogeneous computing
GPU kernel optimization
0.512021
On the Anatomy of Predictive Models for Accelerating GPU Convolution Kernels and Beyond · ACM Trans. Archit. Code Optim. 2021
Compilers and program optimization
code generation
0.212014
Bones: An Automatic Skeleton-Based C-to-CUDA Compiler for GPUs · ACM Trans. Archit. Code Optim. 2014
Compilers and program optimization › program transformation
source-to-source transformation
0.212014
Bones: An Automatic Skeleton-Based C-to-CUDA Compiler for GPUs · ACM Trans. Archit. Code Optim. 2014
Memory systems
cache
0.212014
A detailed GPU cache model based on reuse distance theory · HPCA 2014
GPUs and heterogeneous computing › GPU programming
CUDA code generation
0.212014
Bones: An Automatic Skeleton-Based C-to-CUDA Compiler for GPUs · ACM Trans. Archit. Code Optim. 2014
GPUs and heterogeneous computing
GPU programming
0.212014
Bones: An Automatic Skeleton-Based C-to-CUDA Compiler for GPUs · ACM Trans. Archit. Code Optim. 2014
Compilers and program optimization › parallelization
automatic parallelization
0.212013
Algorithmic species: A classification of affine loop nests for parallel programming · ACM Trans. Archit. Code Optim. 2013
Performance modeling and evaluation › analytical modeling
roofline model
0.112012
The boat hull model: adapting the roofline model to enable performance prediction for parallel computing · PPoPP 2012
Parallel and multicore computing › parallel programming models › structured parallelism
algorithmic skeletons
0.112014
Bones: An Automatic Skeleton-Based C-to-CUDA Compiler for GPUs · ACM Trans. Archit. Code Optim. 2014
Performance modeling and evaluation › simulation
cache simulation
0.112014
A detailed GPU cache model based on reuse distance theory · HPCA 2014

Methods — techniques the papers use, named apart from their topics

multilayer perceptron · 0.5decision tree · 0.5categorical cross entropy · 0.5cascaded refinement · 0.5auto-tuning · 0.5adversarial training · 0.5kernel fusion · 0.4host-accelerator transfer optimization · 0.4algorithmic skeletons · 0.4polyhedral model · 0.3stack distance · 0.2reuse distance · 0.2ocelot emulator · 0.2source-to-source compilation · 0.2
YearPublicationVenuePosition
2021 Calibrated Adversarial Refinement for Stochastic Semantic Segmentation
abstract
In semantic segmentation tasks, input images can often have more than one plausible interpretation, thus allowing for multiple valid labels. To capture such ambiguities, recent work has explored the use of probabilistic networks that can learn a distribution over predictions. However, these do not necessarily represent the empirical distribution accurately. In this work, we present a strategy for learning a calibrated predictive distribution over semantic maps, where the probability associated with each prediction reflects its ground truth correctness likelihood. To this end, we propose a novel two-stage, cascaded approach for calibrated adversarial refinement: (i) a standard segmentation network is trained with categorical cross entropy to predict a pixelwise probability distribution over semantic classes and (ii) an adversarially trained stochastic network is used to model the inter-pixel correlations to refine the output of the first network into coherent samples. Importantly, to calibrate the refinement network and prevent mode collapse, the expectation of the samples in the second stage is matched to the probabilities predicted in the first. We demonstrate the versatility and robustness of the approach by achieving state-of-the-art results on the multigrader LIDC dataset and on a modified Cityscapes dataset with injected ambiguities. In addition, we show that the core design can be adapted to other tasks requiring learning a calibrated predictive distribution by experimenting on a toy regression dataset. We provide an open source implementation of our method at https://github.com/EliasKassapis/CARSSS.
Elias Kassapis, Georgi Dikov, Cedric Nugteren
ICCV4
2021 On the Anatomy of Predictive Models for Accelerating GPU Convolution Kernels and Beyond
abstract
Efficient HPC libraries often expose multiple tunable parameters, algorithmic implementations, or a combination of them, to provide optimized routines. The optimal parameters and algorithmic choices may depend on input properties such as the shapes of the matrices involved in the operation. Traditionally, these parameters are manually tuned or set by auto-tuners. In emerging applications such as deep learning, this approach is not effective across the wide range of inputs and architectures used in practice. In this work, we analyze different machine learning techniques and predictive models to accelerate the convolution operator and GEMM. Moreover, we address the problem of dataset generation, and we study the performance, accuracy, and generalization ability of the models. Our insights allow us to improve the performance of computationally expensive deep learning primitives on high-end GPUs as well as low-power embedded GPU architectures on three different libraries. Experimental results show significant improvement in the target applications from 50% up to 300% compared to auto-tuned and high-optimized vendor-based heuristics by using simple decision tree- and MLP-based models.
Paolo Sylos Labini, Marco Cianfriglia, Damiano Perri, Osvaldo Gervasi, Grigori Fursin, Anton Lokhmotov, Cedric Nugteren, Bruno Carpentieri, Fabiana Zollo, Flavio Vella
ACM Trans. Archit. Code Optim.7
2015 (AS)2: accelerator synthesis using algorithmic skeletons for rapid design space exploration
Shakith Fernando, Mark Wijtvliet, Cedric Nugteren, Akash Kumar 0001, Henk Corporaal
DATE3
2014 A detailed GPU cache model based on reuse distance theory
abstract
As modern GPUs rely partly on their on-chip memories to counter the imminent off-chip memory wall, the efficient use of their caches has become important for performance and energy. However, optimising cache locality system-atically requires insight into and prediction of cache behaviour. On sequential processors, stack distance or reuse distance theory is a well-known means to model cache behaviour. However, it is not straightforward to apply this theory to GPUs, mainly because of the parallel execution model and fine-grained multi-threading. This work extends reuse distance to GPUs by modelling: 1) the GPU's hierarchy of threads, warps, threadblocks, and sets of active threads, 2) conditional and non-uniform latencies, 3) cache associativity, 4) miss-status holding-registers, and 5) warp divergence. We implement the model in C++ and extend the Ocelot GPU emulator to extract lists of memory addresses. We compare our model with measured cache miss rates for the Parboil and PolyBench/GPU benchmark suites, showing a mean absolute error of 6% and 8% for two cache configurations. We show that our model is faster and even more accurate compared to the GPGPU-Sim simulator.
Cedric Nugteren, Gert-Jan van den Braak, Henk Corporaal, Henri E. Bal
HPCA1
2014 Bones: An Automatic Skeleton-Based C-to-CUDA Compiler for GPUs
abstract
The shift toward parallel processor architectures has made programming and code generation increasingly challenging. To address this programmability challenge, this article presents a technique to fully automatically generate efficient and readable code for parallel processors (with a focus on GPUs). This is made possible by combining algorithmic skeletons, traditional compilation, and “ algorithmic species ,” a classification of program code. Compilation starts by automatically annotating C code with class information (the algorithmic species). This code is then fed into the skeleton-based source-to-source compiler bones to generate CUDA code. To generate efficient code, bones also performs optimizations including host-accelerator transfer optimization and kernel fusion. This results in a unique approach, integrating a skeleton-based compiler for the first time into an automated flow. The benefits are demonstrated experimentally for PolyBench GPU kernels, showing geometric mean speed-ups of 1.4× and 2.4× compared to ppcg and Par4All , and for five Rodinia GPU benchmarks, showing a gap of only 1.2× compared to hand-optimized code.
Cedric Nugteren, Henk Corporaal
ACM Trans. Archit. Code Optim.1
2013 Automatic Skeleton-Based Compilation through Integration with an Algorithm Classification
Cedric Nugteren, Pieter Custers, Henk Corporaal
APPT1
2013 Future of GPGPU micro-architectural parameters
abstract
As graphics processing units (GPUs) are becoming increasingly popular for general purpose workloads (GPGPU), the question arises how such processors will evolve architecturally in the near future. In this work, we identify and discuss trade-offs for three GPU architecture parameters: active thread count, compute-memory ratio, and cluster and warp sizing. For each parameter, we propose changes to improve GPU design, keeping in mind trends such as dark silicon and the increasing popularity of GPGPU architectures. A key-enabler is dynamism and workload-adaptiveness, enabling among others: dynamic register file sizing, latency aware scheduling, roofline-aware DVFS, run-time cluster fusion, and dynamic warp sizing.
Cedric Nugteren, Gert-Jan van den Braak, Henk Corporaal
DATE1
2013 Algorithmic species: A classification of affine loop nests for parallel programming
abstract
Code generation and programming have become ever more challenging over the last decade due to the shift towards parallel processing. Emerging processor architectures such as multi-cores and GPUs exploit increasingly parallelism, requiring programmers and compilers to deal with aspects such as threading, concurrency, synchronization, and complex memory partitioning. We advocate that programmers and compilers can greatly benefit from a structured classification of program code. Such a classification can help programmers to find opportunities for parallelization, reason about their code, and interact with other programmers. Similarly, parallelising compilers and source-to-source compilers can take threading and optimization decisions based on the same classification. In this work, we introduce algorithmic species , a classification of affine loop nests based on the polyhedral model and targeted for both automatic and manual use. Individual classes capture information such as the structure of parallelism and the data reuse. To make the classification applicable for manual use, a basic vocabulary forms the base for the creation of a set of intuitive classes. To demonstrate the use of algorithmic species, we identify 115 classes in a benchmark set. Additionally, we demonstrate the suitability of algorithmic species for automated uses by showing a tool to automatically extract species from program code, a species-based source-to-source compiler, and a species-based performance prediction model.
Cedric Nugteren, Pieter Custers, Henk Corporaal
ACM Trans. Archit. Code Optim.1
2012 GPU-Vote: A Framework for Accelerating Voting Algorithms on GPU
Gert-Jan van den Braak, Cedric Nugteren, Bart Mesman, Henk Corporaal
Euro-Par2
2012 The boat hull model: adapting the roofline model to enable performance prediction for parallel computing
abstract
Multi-core and many-core were already major trends for the past six years, and are expected to continue for the next decades. With these trends of parallel computing, it becomes increasingly difficult to decide on which architecture to run a given application.
Cedric Nugteren, Henk Corporaal
PPoPP1
2011 Fast Hough Transform on GPUs: Exploration of Algorithm Trade-Offs
Gert-Jan van den Braak, Cedric Nugteren, Bart Mesman, Henk Corporaal
ACIVS2