GPU Sparse Graph Traversal
GPU Sparse Graph Traversal
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