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GPU Sparse Graph Traversal

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Vertices (millions)<br />

Goal: Demonstrate O(m+n) traversal on diverse datasets<br />

(Not a one-trick pony…)<br />

Vertices (millions)<br />

30<br />

25<br />

20<br />

15<br />

10<br />

5<br />

0<br />

0 2 4 6 8 10 12 14 16 18<br />

Search Depth<br />

0.030<br />

0.025<br />

0.020<br />

0.015<br />

0.010<br />

0.005<br />

0.000<br />

Wikipedia<br />

(social)<br />

Duane Merrill, University of Virginia<br />

Edge Frontier<br />

Vertex Frontier<br />

0 3000 6000 9000 12000 15000<br />

Search Depth<br />

Europe road atlas<br />

(Euclidian space)<br />

Edge Frontier<br />

Vertex Frontier<br />

Vertices (millions)<br />

Vertices (millions)<br />

0.5<br />

0.4<br />

0.3<br />

0.2<br />

0.1<br />

0.0<br />

5<br />

4<br />

3<br />

2<br />

1<br />

0<br />

Edge Frontier<br />

Vertex Frontier<br />

0 100 200 300 400 500 600 700 800<br />

Search Depth<br />

3D Poisson grid<br />

(cubic lattice)<br />

Edge Frontier<br />

Vertex Frontier<br />

0 20 40 60 80 100 120 140 160<br />

Search Depth<br />

PDE-constrained optimization<br />

(non-linear KKT)<br />

Vertices (millions)<br />

Vertices (millions)<br />

140<br />

120<br />

100<br />

5<br />

4<br />

3<br />

2<br />

1<br />

0<br />

80<br />

60<br />

40<br />

20<br />

0<br />

Edge Frontier<br />

Vertex Frontier<br />

0 1 2 3 4<br />

Search Depth<br />

R-MAT<br />

(random, power-law, small-world)<br />

Edge Frontier<br />

Vertex Frontier<br />

0 4 8 12 16 20 24 28 32 36 40 44 48 52<br />

Search Depth<br />

Auto transmission manifold<br />

(tetrahedral mesh)<br />

9

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