• Title/Summary/Keyword: CPU Time

Search Result 944, Processing Time 0.032 seconds

The Scheduling Technique Based on Rate-Monotonic with Extended Schedulability Inspection for Periodic Task in Hard Real-Time System (경성 실시간 태스크를 위한 확장된 가능성 검사를 통한 비율단조 기반 스케줄링 기법)

  • 신동헌;이준택;조수현;김영학
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2003.04a
    • /
    • pp.202-204
    • /
    • 2003
  • 경성 실시간 시스템(Hard Real-Time System)어서는 주기 태스크들의 엄격한 마감시간(Deadline) 보장이 시스템의 성능을 좌우한다. 본 논문에서는 CPU의 이용률(Utilization)이 높아 비율단조 정책으로는 마감시간을 보장 할 수 없는 주기 태스크들을 위해 확장된 스케줄 가능성 검사를 통해 수행할 태스크들의 공통 주기(L.C.M : Least Common Multiple)내에서 EDF(Earliest-Deadline First) 정책을 기반으로 마감시간 보장 수행패턴(Feasible Pattern)을 찾고, 이를 참조하여 우선순위를 고려하지 않고 태스크들을 강제 수행할 수 있게 하는 비율단조 기반의 스케쥴링 기법을 제안한다. EDF를 기반으로 생성된 패턴은 EDF 정책의 특성에 따라 CPU의 이용률을 100% 까지 가능하게 하며 패턴을 참조하여 강제 수행함으로써 EDF 정책이 갖는 실행시간 스케쥴링 오버헤드를 없앨 수 있다.

  • PDF

Study of Dark Matter at e+e- Collider using KISTI-5 Supercomputer

  • Park, Kihong;Cho, Kihyeon
    • International Journal of Contents
    • /
    • v.17 no.3
    • /
    • pp.67-73
    • /
    • 2021
  • Dark matter is barely known because it cannot be explained using the Standard Model. In addition, dark matter has not been detected yet. It is currently being explored through various ways. In this paper, we studied dark matter in an electron-positron collider using MadGraph5. The signal channel is e+e- → 𝜇+𝜇-A' where A' decays to dimuon. We studied the cross-section by increasing the center-of-mass energy. Central processing unit (CPU) time of simulation was compared with that using a local Linux machine and a KISTI-5 supercomputer (Knight Landing and Skylake). Furthermore, one or more cores were used for comparing CPU time among machines. Results of this study will enable the exploration of dark matter in electron-positron experiments. This study also serves as a reference for optimizing high-energy physics simulation toolkits.

Optimization of Subsequence Matching Under Time-Warping in Time-Series Databases (시계열 데이터베이스에서 타임 워핑 하의 서브시퀀스 매칭의 성능 최적화)

  • Kim, Man-Soon;Kim, Sang-Wook
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2004.05a
    • /
    • pp.117-120
    • /
    • 2004
  • 본 논문에서는 시계열 데이터베이스에서 타임 워핑 하의 서브시퀀스 매칭을 효과적으로 처리하는 방안에 관하여 논의한다. 타임 워핑은 데이터베이스내 시퀀스들의 길이가 서로 다른 경우에도 유사한 패턴을 갖는 시퀀스들을 찾을 수 있도록 해 준다. 본 논문에서는 타임 워핑 하의 서브시퀀스 매칭을 위한 기존의 기본 처리 방식인 Naive-Scan의 CPU 처리 과정을 최적화하는 새로운 기법을 제안한다. 제안된 기법은 질의 시퀀스와 서브시퀀스들 간의 타임 워핑 거리들을 계산하는 과정에서 발생하는 중복 작업들을 사전에 제거함으로써 CPU 처리 성능을 극대화한다. 제안된 기법이 착오 기각을 발생시키지 않음과 Naive-Scan을 처리하기 위한 최적의 기법임을 이론적으로 규명한다. 또한, 다양한 실험을 통한 성능 평가에 의하여 제안된 최적화 기법이 가져오는 성능 개선 효과를 정량적으로 검증한다. 아울러, 제안된 기법이 기존의 여과 단계를 포함하는 방식인 LB-Scan과 ST-Filter의 후처리 단계에도 성공적으로 적용될 수 있음을 보인다.

  • PDF

CENTRAL SCHEMES WITH LAX-WENDROFF TYPE TIME DISCRETIZATIONS

  • Shin, Su-Yeon;Hwang, Woon-Jae
    • Bulletin of the Korean Mathematical Society
    • /
    • v.48 no.4
    • /
    • pp.873-896
    • /
    • 2011
  • The semi-discrete central scheme and central upwind scheme use Runge-Kutta (RK) time discretization. We do the Lax-Wendroff (LW) type time discretization for both schemes. We perform numerical experiments for various problems including two dimensional Riemann problems for Burgers' equation and Euler equations. The results show that the LW time discretization is more efficient in CPU time than the RK time discretization while maintaining the same order of accuracy.

A Java-based Performance Monitor for Networked Computer (네트워크 컴퓨터를 위한 자바 기반의 성능감시기)

  • Kim, Bong-Jun;Kim, Dong-Ho;Hwang, Seog-Chan;Kim, Myung-Ho;Choi, Jae-Young
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.27 no.2
    • /
    • pp.160-168
    • /
    • 2000
  • In this paper, we present a performance monitor to trace and evaluate the performance of programs running on networked computers. The performance monitor of the JaNeC is online/batch as well as event/time driven. Since it is implemented with the Java programming language, it provides us with high portability among heterogeneous computer systems, and friendly graphical user interface. This performance monitor consists of various views such as 'Task/Event Filter' and 'TimeLine', 'Task View', 'Task Hoistory', 'Message Passing View', 'Host Cpu View', which allow the user to easily analyze event and time during the program execution.

  • PDF

A Dynamic Simulation of Voltage Instability Using EMTP (EMTP를 이용한 전압 불안정 현상의 동적 시뮬레이션)

  • 허정용;김철환
    • The Transactions of the Korean Institute of Electrical Engineers A
    • /
    • v.52 no.6
    • /
    • pp.295-300
    • /
    • 2003
  • Voltage instability has been studied for some decade now. But, There is not generally accepted definition of voltage instability because of the complex phenomenon and the variety of ways in which it can manifest itself. Both IEEE and CIGRE have the respective definitions. The areas of voltage instability research are the analysis, simulation and countermeasure of voltage instability. It needs to model the components of the power system to simulate the voltage instability and voltage collapse. At the beginning, the static simulation was used. This method provides the voltage stability indices and it requires less CPU resource and gives much insight into the voltage and power problem. However, it is less accurate than the dynamic simulation peformed in the time domain simulation. So, when it appears difficult to secure the voltage stability margin in a static stability, it is necessary to perform the dynamic simulation. To perform time-domain simulation, we have to model the dynamic component of the power system like a generator and a load. The dynamic simulation provides the accurate result of the voltage instability. But, it is not able to provide the sensitivity information or the degree of stability and it is time consuming and it needs much CPU resource. In this Paper, we perform a dynamic simulation of voltage instability and voltage collapse using EMTP MODELS. The exponential load model is designed with MODEIS and this load model is connected with test power system. The result shows the process of voltage change in time domain when the voltage instability or voltage collapse occurs.

HOG based Pedestrian Detection and Behavior Pattern Recognition for Traffic Signal Control (교통신호제어를 위한 HOG 기반 보행자 검출 및 행동패턴 인식)

  • Yang, Sung-Min;Jo, Kang-Hyun
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.19 no.11
    • /
    • pp.1017-1021
    • /
    • 2013
  • The traffic signal has been widely used in the transport system with a fixed time interval currently. This kind of setting time was determined based on experience for vehicles to generate a waiting time while allowing pedestrians crossing the street. However, this strict setting causes inefficient problems in terms of economic and safety crossing. In this research, we propose a monitoring algorithm to detect, track and check pedestrian crossing the crosswalk by the patterns of behavior. This monitoring system ensures the safety for pedestrian and keeps the traffic flow in efficient. In this algorithm, pedestrians are detected by using HOG feature which is robust to illumination changes in outdoor environment. According to a complex computation, the parallel process with the GPU as well as CPU is adopted for real-time processing. Therefore, pedestrians are tracked by the relationship of hue channel in image sequence according to the predefined pedestrian zone. Finally, the system checks the pedestrians' crossing on the crosswalk by its HOG based behavior patterns. In experiments, the parallel processing by both GPU and CPU was performed so that the result reaches 16 FPS (Frame Per Second). The accuracy of detection and tracking was 93.7% and 91.2%, respectively.

Improving 3D Measurement Speed using CUDA (CUDA를 이용한 3D 측정 속도 향상)

  • Kim, Ho-Joong;Cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.331-334
    • /
    • 2017
  • Recently, a method using a fringe pattern is widely used for 3D measurements. This is a method of measuring by using a phase value obtained by projecting a pattern to an object to be measured. This method requires many operations such as calculating the phase value and calculating the height. It takes a lot of time depending on the amount of computation. In this paper, we present a method using NVIDIA's CUDA to reduce this time. And we introduce the method of calculating phase value and height. It also shows the exact time difference between the CPU version and the CUDA version. This method is very effective because it can process the same operation in a shorter time.

  • PDF

Real-Time Free Viewpoint TV System Using CUDA (CUDA 를 이용한 실시간 Free Viewpoint TV System 구현)

  • Yang, Yun Mo;Lee, Jin Hyeok;Oh, Byung Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2015.11a
    • /
    • pp.71-73
    • /
    • 2015
  • In this paper, we propose the Real-Time Free Viewpoint TV System with multiple Microsoft Kinects and CUDA of NVidia GPGPU library. It generates a virtual view between two views by using color and depth image acquired by Kinect in real time. In order to reduce complexity of coordinate transformations and nearest neighbor method for hole filling caused by IR pattern interference, we parallelize this process using CUDA. Finally, it is observed that CUDA based system generates more frames than using CPU based system in the same time.

  • PDF

Simulation of Deformable Objects using GLSL 4.3

  • Sung, Nak-Jun;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.11 no.8
    • /
    • pp.4120-4132
    • /
    • 2017
  • In this research, we implement a deformable object simulation system using OpenGL's shader language, GLSL4.3. Deformable object simulation is implemented by using volumetric mass-spring system suitable for real-time simulation among the methods of deformable object simulation. The compute shader in GLSL 4.3 which helps to access the GPU resources, is used to parallelize the operations of existing deformable object simulation systems. The proposed system is implemented using a compute shader for parallel processing and it includes a bounding box-based collision detection solution. In general, the collision detection is one of severe computing bottlenecks in simulation of multiple deformable objects. In order to validate an efficiency of the system, we performed the experiments using the 3D volumetric objects. We compared the performance of multiple deformable object simulations between CPU and GPU to analyze the effectiveness of parallel processing using GLSL. Moreover, we measured the computation time of bounding box-based collision detection to show that collision detection can be processed in real-time. The experiments using 3D volumetric models with 10K faces showed the GPU-based parallel simulation improves performance by 98% over the CPU-based simulation, and the overall steps including collision detection and rendering could be processed in real-time frame rate of 218.11 FPS.