We present a new cache oblivious scheme for iterative stencil computations that performs beyond system bandwidth limitations as though gigabytes of data could reside in an enormous on-chip cache. We compare execution times for 2D and 3D spatial domains with up to 128 million double precision elements for constant and variable stencils against hand-optimized naive code and the automatic polyhedral parallelizer and locality optimizer PluTo and demonstrate the clear superiority of our results. The performance benefits stem from a tiling structure that caters for data locality, parallelism and vectorization simultaneously. Rather than tiling the iteration space from inside, we take an exterior approach with a predefined hierarchy, simple regula...
Stencil computations form the basis for computer simulations across almost every field of science, s...
Abstract. This paper proposes tiling techniques based on data depen-dencies and not in code structur...
Subdividing the iteration space of a loop into blocks or tiles with a fixed maximum size has several...
This paper describes a new technique for optimizing serial and parallel stencil- and stencil-like op...
Abstract We present and evaluate a cache oblivious algorithm for stencil computa-tions, which arise ...
Application codes reliably achieve performance far less than the advertised capabilities of existing...
Stencil-based kernels constitute the core of many scientific applications on block-structured grids....
Abstract Performance optimization of stencil computations has beenwidely studied in the literature, ...
We are witnessing a fundamental paradigm shift in computer design. Memory has been and is becoming m...
Performance optimization of stencil computations has been widely studied in the literature, since th...
AbstractIt is crucial to optimize stencil computations since they are the core (and most computation...
The key common bottleneck in most stencil codes is data movement, and prior research has shown that ...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
Stencil computations form the basis for computer simulations across almost every field of science, s...
Stencil computations are iterative kernels often used to simulate the change in a discretized spatia...
Stencil computations form the basis for computer simulations across almost every field of science, s...
Abstract. This paper proposes tiling techniques based on data depen-dencies and not in code structur...
Subdividing the iteration space of a loop into blocks or tiles with a fixed maximum size has several...
This paper describes a new technique for optimizing serial and parallel stencil- and stencil-like op...
Abstract We present and evaluate a cache oblivious algorithm for stencil computa-tions, which arise ...
Application codes reliably achieve performance far less than the advertised capabilities of existing...
Stencil-based kernels constitute the core of many scientific applications on block-structured grids....
Abstract Performance optimization of stencil computations has beenwidely studied in the literature, ...
We are witnessing a fundamental paradigm shift in computer design. Memory has been and is becoming m...
Performance optimization of stencil computations has been widely studied in the literature, since th...
AbstractIt is crucial to optimize stencil computations since they are the core (and most computation...
The key common bottleneck in most stencil codes is data movement, and prior research has shown that ...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
Stencil computations form the basis for computer simulations across almost every field of science, s...
Stencil computations are iterative kernels often used to simulate the change in a discretized spatia...
Stencil computations form the basis for computer simulations across almost every field of science, s...
Abstract. This paper proposes tiling techniques based on data depen-dencies and not in code structur...
Subdividing the iteration space of a loop into blocks or tiles with a fixed maximum size has several...