With huge amounts of training data, deep learning has made great breakthroughs in many artificial intelligence (AI) applications. However, such large-scale data sets present computational challenges, requiring training to be distributed on a cluster equipped with accelerators like GPUs. With the fast increase of GPU computing power, the data communications among GPUs have become a potential bottleneck on the overall training performance. In this paper, we first propose a general directed acyclic graph (DAG) model to describe the distributed synchronous stochastic gradient descent (S-SGD) algorithm, which has been widely used in distributed deep learning frameworks. To understand the practical impact of data communications on training performance, we conduct extensive empirical studies on four state-of-the-art distributed deep learning frameworks (i.e., Caffe-MPI, CNTK, MXNet and TensorFlow) over multi-GPU and multi-node environments with different data communication techniques, including PCIe, NVLink, 10GbE, and InfiniBand. Through both analytical and experimental studies, we identify the potential bottlenecks and overheads that could be further optimized. At last, we make the data set of our experimental traces publicly available, which could be used to support simulation-based studies.
S-SGD requires the set of computing units (e.g., GPUs) to exchange data iteratively, which can be implemented by either parameter server (PS) based methods @cite_27 @cite_2 or decentralized methods. In PS-based methods, there is one or more PSes that store the global model. The PS aggregates parameters at each iteration, updates the model, and then pushes the updated model to each computing unit. Performance models have been built by S. @cite_30 to generalize the performance of the PS-based methods, which provides guidelines for better system scalability.
@cite_30 @cite_27 @cite_2
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Photometric stereo (PS) is an established technique for high-detail reconstruction of 3D geometry and appearance. To correct for surface integration errors, PS is often combined with multiview stereo (MVS). With dynamic objects, PS reconstruction also faces the problem of computing optical flow (OF) for image alignment under rapid changes in illumination. Current PS methods typically compute optical flow and MVS as independent stages, each one with its own limitations and errors introduced by early regularization. In contrast, scene flow methods estimate geometry and motion, but lack the fine detail from PS. This paper proposes photogeometric scene flow (PGSF) for high-quality dynamic 3D reconstruction. PGSF performs PS, OF, and MVS simultaneously. It is based on two key observations: (i) while image alignment improves PS, PS allows for surfaces to be relit to improve alignment, (ii) PS provides surface gradients that render the smoothness term in MVS unnecessary, leading to truly data-driven, continuous depth estimates. This synergy is demonstrated in the quality of the resulting RGB appearance, 3D geometry, and 3D motion. There has been an increased growth in a number of applications that naturally generate large volumes of uncertain data. By the advent of such applications, the support of advanced analysis queries such as the skyline and its variant operators for big uncertain data has become important. In this paper, we propose the effective parallel algorithms using MapReduce to process the probabilistic skyline queries for uncertain data modeled by both discrete and continuous models. We present three filtering methods to identify probabilistic non-skyline objects in advance. We next develop a single MapReduce phase algorithm PS-QP-MR by utilizing space partitioning based on a variant of quadtrees to distribute the instances of objects effectively and the enhanced algorithm PS-QPF-MR by applying the three filtering methods additionally. We also propose the workload balancing technique to balance the workload of reduce functions based on the number of machines available. Finally, we present the brute-force algorithms PS-BR-MR and PS-BRF-MR with partitioning randomly and applying the filtering methods. In our experiments, we demonstrate the efficiency and scalability of PS-QPF-MR compared to the other algorithms. Join the Shortest Queue (JSQ) is a popular routing policy for server farms. However, until now all analysis of JSQ has been limited to First-Come-First-Serve (FCFS) server farms, whereas it is known that web server farms are better modeled as Processor Sharing (PS) server farms. We provide the first approximate analysis of JSQ in the PS server farm model for general job-size distributions, obtaining the distribution of queue length at each queue. To do this, we approximate the queue length of each queue in the server farm by a one-dimensional Markov chain, in a novel fashion. We also discover some interesting insensitivity properties of PS server farms with JSQ routing, and discuss the near-optimality of JSQ. This paper addresses the problem of photometric stereo for non-Lambertian surfaces. Existing approaches often adopt simplified reflectance models to make the problem more tractable, but this greatly hinders their applications on real-world objects. In this paper, we propose a deep fully convolutional network, called PS-FCN, that takes an arbitrary number of images of a static object captured under different light directions with a fixed camera as input, and predicts a normal map of the object in a fast feed-forward pass. Unlike the recently proposed learning based method, PS-FCN does not require a pre-defined set of light directions during training and testing, and can handle multiple images and light directions in an order-agnostic manner. Although we train PS-FCN on synthetic data, it can generalize well on real datasets. We further show that PS-FCN can be easily extended to handle the problem of uncalibrated photometric stereo. Extensive experiments on public real datasets show that PS-FCN outperforms existing approaches in calibrated photometric stereo, and promising results are achieved in uncalibrated scenario, clearly demonstrating its effectiveness.