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Jose Oglesby

dblp:86/1289 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2006
—ORCID · none

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

Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 1

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
1 paper
Parallel and multicore computing · 100%
Software engineering, system software, and programming languages
1 paper
Compilers and program optimization · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Compilers and program optimization › code generation
GPU code generation
0.112006
Accelerator: using data parallelism to program GPUs for general-purpose uses · ASPLOS 2006
Parallel and multicore computing
data-parallel programming
0.112006
Accelerator: using data parallelism to program GPUs for general-purpose uses · ASPLOS 2006
Parallel and multicore computing
data parallelism
0.012006
Accelerator: using data parallelism to program GPUs for general-purpose uses · ASPLOS 2006
Parallel and multicore computing
parallel programming models
0.012006
Accelerator: using data parallelism to program GPUs for general-purpose uses · ASPLOS 2006

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

just-in-time compilation · 0.1
YearPublicationVenuePosition
2006 Accelerator: using data parallelism to program GPUs for general-purpose uses
abstract
GPUs are difficult to program for general-purpose uses. Programmers can either learn graphics APIs and convert their applications to use graphics pipeline operations or they can use stream programming abstractions of GPUs. We describe Accelerator, a system that uses data parallelism to program GPUs for general-purpose uses instead. Programmers use a conventional imperative programming language and a library that provides only high-level data-parallel operations. No aspects of GPUs are exposed to programmers. The library implementation compiles the data-parallel operations on the fly to optimized GPU pixel shader code and API calls.We describe the compilation techniques used to do this. We evaluate the effectiveness of using data parallelism to program GPUs by providing results for a set of compute-intensive benchmarks. We compare the performance of Accelerator versions of the benchmarks against hand-written pixel shaders. The speeds of the Accelerator versions are typically within 50% of the speeds of hand-written pixel shader code. Some benchmarks significantly outperform C versions on a CPU: they are up to 18 times faster than C code running on a CPU.
David Tarditi, Sidd Puri, Jose Oglesby
ASPLOS3