So, continuing where we left off: Walking the Euler Path: Intro Visualizing Graphs Walking the Euler Path: GPU for the Road Walking the Euler Path: PIN Cracking and DNA Sequencing For the Win And finally I ran the GPU-enabled algorithm for finding the Euler path. And the results: Generating euler graph: vertices = 10,485,760; avg … Continue reading Zooming Through Euler Path: Supercharging with GPU

# Tag: CUDA

# Walking the Euler Path: GPU for the Road

Continuation of the previous posts: Intro Visualization GPU Digression I was going to talk about something else this week but figured I'd take advantage of the free-hand format and digress a bit. Continuing the travel metaphor and remembering Julius Cesar's "alea iacta", we'll talk about GPU algorithms, for which I invariably use my favorite Aela.CUDA … Continue reading Walking the Euler Path: GPU for the Road

# Walking the Euler Path: Intro

Source Code I'm thinking about a few posts in these series going very fast through the project. The source is on my GitHub, check out the tags since the master branch is still work in progress. Experimenting with Graph Algorithms with F# and GPU Graphs play their role in bioinformatics which is my favorite area … Continue reading Walking the Euler Path: Intro

# Look-and-say: [Alea.]CUDA

Continuing the Advent of Code theme from the previous post. Figured since this year is going to be my year of CUDA, this would be a good opportunity to take it for a ride. A good April 1st post, but why wait? So, how can we make this even faster than the already fast imperative … Continue reading Look-and-say: [Alea.]CUDA

# Non-linear Thinking with CUDA.

I love GPU programming for precisely this: it forces and enables you to think about a solution in a non-linear fashion in more than one sense of the word. The Problem Given a set $latex A = \{a_1, a_2 \ldots a_n\}$, output a set $latex S_A = \{0,\ \sum\limits_{k=1}^{n} a_k,\ \sum\limits_{k=i}^{i + j \mod n} … Continue reading Non-linear Thinking with CUDA.

# Generating Permutations: Clojure or F#: Part 2

Marching on from the last post. Lazy Sequences This is my favorite feature ever. If I want to generate just a few of 10! (nobody even knows how much that is) permutations, I could: provided, the function is defined (as described in the first post): Here I am not sure which language I like more. … Continue reading Generating Permutations: Clojure or F#: Part 2

# Computing Self-Organizing Maps in a Massively Parallel Way with CUDA. Part 2: Algorithms

In the previous post I spoke briefly about motivations for implementing self-organizing maps in F# using GPU with CUDA. I have finally been able to outperform a single threaded C++ implementation by a factor of about 1.5. This is quite modest, but on the other hand rather impressive since we started out by being 60 … Continue reading Computing Self-Organizing Maps in a Massively Parallel Way with CUDA. Part 2: Algorithms