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A Study on Convolution using Half-Precision Floating-Point Numbers on GPU for Radio Astronomy Deconvolution

机译:在GPU上使用半精度浮点数进行卷积的射电天文解卷积研究

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The use of IEEE 754-2008 half-precision floating-point numbers is an emerging trend in Graphical Processing Units' architecture. Being such a compact way of representing data, its use may speed up programs by reducing the memory bandwidth usage and allowing hardware designers to fit more computing units within the same die space. In this paper, we highlight the acceleration offered by the use of half floating-point numbers over different implementations of the same operation, a 2D convolution. We show that even though it may lead up to a significant speed-up, the degradation brought by this new format is not always negligible. Then, we choose a deconvolution problem inspired by the SKA radio-telescope processing pipeline to show how half floats behave in a more complex application.
机译:IEEE 754-2008半精度浮点数的使用是图形处理单元体系结构中的一种新兴趋势。作为表示数据的一种紧凑方式,它的使用可以通过减少内存带宽的使用并允许硬件设计人员在同一裸片空间内容纳更多的计算单元来加快程序的速度。在本文中,我们重点介绍了在同一操作的不同实现方式(二维卷积)上使用半浮点数提供的加速。我们表明,即使它可能导致明显的提速,但这种新格式带来的降级效果并不总是可以忽略的。然后,我们选择一个受SKA射电望远镜处理管道启发的反卷积问题,以显示半浮子在更复杂的应用中的行为。

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