High Performance Computing and Visualization at the School of Health Information Sciences

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High Performance Computing and Visualization at the School of Health Information Sciences Stefan Birmanns, Ph.D. Postdoctoral Associate Laboratory for Structural Bioinformatics

Outline High Performance Computing Supercomputer Architectures SHIS Cluster Computer System Applications Virtual Reality Virtual Reality / Haptic Rendering SHIS VR system SenSitus

High Performance Computing Definition of Supercomputer, HPC? Computational facilities substantially more powerful than current desktop computers Performance Flop is a floating point operation per second Clock speed Peak performance = Maximal calculation speed of CPU Actual performance depends on application, memory bandwidth, interconnection network, etc. Parallelism Multiple calculation units within a CPU, multiple CPUs, etc. Locality of problem

High Performance Computing Cray 1 (1976) Cray T3E (1995) System X (2001) Earth Simulator (2002) Blue Gene (2004)

Vectorcomputer SIMD parallelism Bandwidth between memory and CPU dramatically increased Vector register Pipeline Increases CPU size, only few special vector commands possible Easy to adapt existing code, but not all problems benefit of SIMD parallelism Expensive

SMP Multiprocessor Supercomputers Shared memory Multiple CPUs have access to global memory A B C H Memory Problem: Conflicts when accessing the same memory location Fast communication, fast memory access, easy to program Complex system architecture, limits the number of CPUs

Distributed Memory HPC Distributed memory CPUs have local memory Network A B H Memor y Memor y Memor y Parallelization complicated Communication bottleneck Advantage: Simple system design, Hardware scales very well in respect of number of CPUs ( massive parallel systems)

High Performance Computing Hybrid designs E.g. cluster systems with SMP nodes A B C D Memory A B C D Memory A B C D Memory Network High CPU count and faster communication but optimization difficult Earth Simulator (Japan): 640 nodes Nodes: 8 vector processors with shared memory

High Performance Computing Research areas / trends in HPC: Unlike earlier a lot of HPCs are built using of-the-shelf-hardware Viginia Tech Big Mac (1100 Apple Dual G5) PC cluster systems Problems: Space and power consumption, heat Interconnection networks (bandwidth, latency, cpu overhead) Reliability This made HPC affordable for smaller institutions! Performance analysis Why does a program not scale well? What is the speed of a supercomputer? Strategies for problem decomposition GRID Make a parallel code scale better Provide transparent access to supercomputer resources

SHIS HPCC SHIS Cluster System PC cluster computer with SMP nodes: 90 nodes with 2 Xeon CPUs each (2.8 GHz) CPUs support Hyperthreading 2 GB RAM each node 80 GB HD each node Gigabit ethernet interconnection network 1.5 TB global harddrive space 6.8 TB SDLT tape library Performance: 0.59 TFlops 1 TFlops (Peak)

SHIS HPCC

SHIS HPCC Software Linux RedHat 9 Operating System Message Passing Interface - MPI (MPICH and MPIpro ) Portable Batch System PBSPro Ganglia Performance Monitor 4 3 1 2 SHIS Team HPCC Committee Dr. Jiajie Zhang Support: David Ha 1) http://www-unix.mcs.anl.gov/mpi/mpich 2) http://www.mpi-softtech.com 3) http://www.pbspro.com 4) http://ganglia.sourceforge.net

Applications Simulation Simulation Biophysics Meterology Fluid dynamics Finite element calculations Traffic simulations Artificial life Experiment Theory

Applications How to develop applications for a supercomputer? Automatic parallelization Programming languages Fortran, C, C++ Interpreted languages problematic (Java, Python, Perl, ) Optimization Programming model depends on architecture MPI (distributed memory) OpenMP (shared memory)

Visualization Visualization essential to analyze data sets from HPC simulations Exploration of datasets Discover Decide Explain Online supervision and / or steering of simulations Challenges Interactive framerates ~30 FPS Size of datasets is increasing dramatically every year Development of special rendering techniques necessary Network bandwidth limited or latency problems Find useful representations for multidimensional datasets

Virtual Reality Goal: Interact with virtual objects like with real objects VR systems:

Virtual Reality

SHIS VR System Components 2 DLP InFocus LP530 projectors Polarization filters for passive stereo Steward (polarization preserving) screen and mirror system Polhemus Fastrak electro-magnetic position tracker 3 standard sensors and 1 stylus-like sensor Computer system Dual Xeon 3 GHz nvidia Quadro FX 2000 2 GB Ram RedHat / Fedora Core Linux Supports OpenGL and passive stereo Polhemus Fastrak

Virtual Reality Steering of supercomputer applications Solute transport in variable saturated porous media 1 Simulation TRACE (environmental research) Online supervision of simulation running on massive parallel HPC with TraceVis Steering: Injection of solute into simulated area during simulation run 2 1) http://www.fz-juelich.de/icg/icg4 2) http://www.fz-juelich.de/zam

Haptic Rendering Haptic Rendering Haptesthai greek to touch Create an artificial tactile sensation Applications: Experience surface / mass of virtual objects Teleoperation / telerobotics Exploration of multidimensional datasets Challenges: Design of haptic devices High temporal bandwidth: ~1000 force updates per second

Haptic Devices Sensable Phantom 6DOF Original device developed at the MIT Indirect haptic device Translational forces and torques 6D position / orientation sensors

Sculptor Sculptor Interactive multiresolution fitting by haptic rendering Visualization of biophysical datasets Support of VR systems Research funded by: Human Frontier Science Program UTH/SHIS Laboratories for Biocomputing and Imaging Willy Wriggers (USA) School of Science and Engineering Takeyuki Wakabayashi (Japan) CRNS, Laboratoire de Genetique des Virus Jorge Navaza (France) RCJ, John von Neumann Institute for Computing Herwig Zilken (Germany) sculptor.biomachina.org

Sculptor Sculptor SVT Qt OpenGL L.I.V.E. Phantom Fastrak Net Sculptor: 1 Qt GUI library 2 OpenGL 3D graphics library SVT - Underlying VR and visualization toolkit Multiplatform (Linux, SGI, Windows) 1) http://www.opengl.org 2) http://www.trolltech.com

Sculptor Application 3DS PDB VTK Core VTK Util Syste m OpenGL Operating System SVT: Multi-Display VR environments No dependencies to other libraries Encapsulation of all system dependent calls

Interactive Multi-Resolution Fitting Fitting of high-resolution crystal structures into low resolution electron density maps High-resolution molecular structures obtained by x-ray crystallography Low-resolution electron microscopy volumetric maps New interactive fitting approach using haptic rendering Force calculation Gradient of the cross correlation coefficient Guide user to better fitting location

Interactive Multi-Resolution Fitting Cross correlation coefficient ρ (, rrt, ) calc ρem( r) Problem: Not time efficient enough

Reduced Fitting Criterion Vector Quantization Vector Quantization Popular method in signal processing Replace complex function by small number of feature vectors Topology Representing Networks (Martinez, Schulten) Applied to high-resolution structure to reduce complexity of fitting problem: 10CV 20CV 40CV 100CV

Reduced Fitting Criterion Cross Correlation Replace complex crystal structure by feature vectors Reduced cross correlation criterion: wi ( R, T) Reduced criterion is time efficient enough for haptic rendering

Reduced Fitting Criterion Cross Correlation By using this reduced fitting criterion we were able to achieve update frequencies >1KHz 10000 Force-updates per second 9000 8000 7000 6000 5000 4000 3000 2000 1000 10 CV 20 CV 40 CV 0 0 10 20 30 40 50 60 70 Time [s]