Hui Guo

Dr. Hui Guo

orcid

Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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18 September 2023 in IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems
Verified
Journal Article
Closed access
HTHongbing Tan
Hongbing Tan
LHLibo Huang
Libo Huang
ZZZhong Zheng
Zhong Zheng
HGHui Guo
Hui Guo
QYQianmin Yang
Qianmin Yang
NXNong Xiao
Nong Xiao
The dot-product $\sum _{i=1}^{N} A_{i}\times B_{i}$ is one of the most frequently used operations for a wide variety of high-performance computing (HPC) and artificial intelligence (AI) applications. However, for large-scale algorithms, such as acrshort GEMM and acrshort FFT, independent additions are necessary to accumulate the results of length-limited dot-product in order to form the final result, thus increasing latency and overhead. Hence, we proposed a dot-product-dual-accumulate (DPDAC) architecture capable of performing $\left({\sum _{i=1}^{N=1,2,4} A_{i}\times B_{i} + \sum _{j=1}^{M=1,2} C_{j}}\right)$ on a wide range of formats. The proposed architecture supports both single-path and dual-path execution. The single path is designed for performing acrshort DP acrshort FMA or DPDAC of lower formats, while dual-path supports parallel operations for single-precision (SP) addition and 2-term SP or acrshort TF32 dot-product or 4-term acrshort HP or BF16 dot-product. Moreover, numerical precision conversion is also supported by the proposed architecture, allowing for the conversion of numbers to higher or lower formats. The proposed DPDAC has been demonstrated to significantly reduce the overhead in comparison to discrete designs that utilize multiple single-mode acrshort FP units to achieve the same functionalities. Furthermore, when compared to the state-of-the-art multiple-precision designs, the proposed architecture has been shown to support a wide range of formats and a greater variety of operations with lower costs.

22 March 2018 in IEEE Access
Verified
Journal Article
Open access
HGHui Guo
Hui Guo
LHLibo Huang
Libo Huang
YLYashuai Lu
Yashuai Lu
SMSheng Ma
Sheng Ma
ZWZhiying Wang
Zhiying Wang
GPU utilizes the wide cache-line (128B) on-chip cache to provide high bandwidth and efficient memory accesses for applications with regularly-organized data structures. However, emerging applications exhibit a lot of irregular control flows and memory access patterns. Irregular memory accesses generate many fine-grain memory accesses to L1 data cache. This mismatching between fine-grain data accesses and the coarse-grain cache design makes the on-chip memory space more constrained and as a result, the frequency of cache line replacement increases and L1 data cache is utilized inefficiently. Fine-grain cache management is proposed to provide efficient cache management to improve the efficiency of data array utilization. Unlike other static fine-grain cache managements, we propose a dynamic multi-grain cache management, called DyCache, to resolve the inefficient use of L1 data cache. Through monitoring the memory access pattern of applications, DyCache can dynamically alter the cache management granularity in order to improve the performance of GPU for applications with irregular memory accesses while not impact the performance for regular applications. Our experiment demonstrates that DyCache can achieve a 40% geometric mean improvement on IPC for applications with irregular memory accesses against the baseline cache (128B), while for applications with regular memory accesses, DyCache does not degrade the performance.

16 October 2018 in IEEE Access
Verified
Journal Article
Open access
HGHui Guo
Hui Guo
LHLibo Huang
Libo Huang
YLYashuai Lu
Yashuai Lu
JMJianqiao Ma
Jianqiao Ma
CQCheng Qian
Cheng Qian
ZWZhiying Wang
Zhiying Wang
Breadth First Search (BFS) is a key graph traversing algorithm for many graph analytics applications. In recent decades, as the scale of the graph analytics problem has become larger and larger, it has raised many interests to accelerate graph traversing on GPU. However, due to the irregular memory access pattern of BFS, a great number of the memory divergent accesses harm the efficiency of GPU dramatically. Data prefetching can fetch useful data into the on-chip memory in advance to reduce the latency of accessing the off-chip memory. However, traditional prefetching techniques on GPU cannot deal with irregular memory accesses efficiently. By analyzing BFS algorithms for GPU, we find an opportunity to design an efficient prefetching mechanism by using the explicit information of the graph data structure. In this paper, we propose DSAP, a data structure-aware prefetcher on GPU that generates prefetching requests based on the well-defined data structure access pattern of BFS. Also, we introduce an adaptive fine-grain prefetching management to adjust the status of the prefetching granularity dynamically to balance the cache resource contention and data prefetching based on the utilization of the prefetched data.We implement DSAP on GPGPU-sim simulator and evaluate six datasets from three different kinds of applications. DSAP can achieve a geometrical mean IPC improvement of 28%, up to 48.4%, compared to that of GPU with no prefetching technique, while as a contrast, a stride-based global history buffer (GHB) prefetching mechanism makes no effects on improving BFS performance for these datasets. Also, we use the GPUWattch to estimate the power consumption and the power increases 8.3% in average and up to 11.8%, but the total energy cost drops 15.1% in average.

24 September 2022 in Applied Sciences
Verified
Journal Article
Open access
PDF file
RYRun Yan
Run Yan
LHLibo Huang
Libo Huang
HGHui Guo
Hui Guo
YLYashuai Lü
Yashuai Lü
LYLing Yang
Ling Yang
MLMengqiao Lan
Mengqiao Lan
The reality of the ray tracing technology that leads to its rendering effect is becoming increasingly apparent in computer vision and industrial applications. However, designing efficient ray tracing hardware is challenging due to memory access issues, divergent branches, and daunting computation intensity. This article presents a novel architecture, a RT engine (Ray Tracing engine), that accelerates ray tracing. First, we set up multiple stacks to store information for each ray so that the RT engine can process many rays parallel in the system. The information in these stacks can effectively improve the performance of the system. Second, we choose the three-phase break method during the triangle intersection test, which can make the loop break earlier. Third, the reciprocal unit adopts the approximation method, which combines Parabolic Synthesis and Second-Degree interpolation. Combined with these strategies, we implement our system at RTL level with agile chip development. Simulation and experimental results show that our architecture achieves a performance per area which is 2.4 × greater than the best reported results for ray tracing on dedicated hardware.

27 October 2025 in ACM Computing Surveys
Verified
Journal Article
Open access
RYRun Yan
Run Yan
HGHui Guo
Hui Guo
LHLibo Huang
Libo Huang
NXNong Xiao
Nong Xiao
LSLi Shen
Li Shen
GCGang Chen
Gang Chen
Recent strides in hardware-accelerated ray tracing have propelled algorithms once deemed suitable only for offline rendering, like Monte Carlo path tracing, into interactive frame rates. While path tracing has been regarded as a practical utility in animating scenes for the film industry, achieving visually noise-free imagery often mandates thousands of samples per pixel and considerable computation time. Regrettably, this poses a difficulty for video games and virtual reality applications, which demand high frame rates and resolutions, thereby constraining the computational overhead of path tracing. Two extant approaches, in-process sampling, and post-processing reconstruction methods, i.e., denoising and upsampling, address this challenge. The giant evolution of deep learning technology has emerged as pivotal in path tracing processing. We explore and advance Monte Carlo path tracing technology based on deep learning. Moreover, we illustrate the merits and demerits of diverse designs and technologies, propose potential future development trends, and aim at providing researchers with a comprehensive understanding of the cutting-edge in deep learning-driven Monte Carlo path tracing.

7 May 2024
Verified
Conference Paper
Open access
YSYin Su
Yin Su
HGHui Guo
Hui Guo
RYRun Yan
Run Yan
YWYong Wang
Yong Wang
YWYongwen Wang
Yongwen Wang
LHLibo Huang
Libo Huang
Ray tracing has emerged as a powerful technique for generating visually stunning and realistic images compared to rasterization. With the continuous advancements in computer hardware, modern GPUs have integrated specialized ray tracing acceleration units to enhance rendering capabilities further. However, achieving realtime ray tracing presents a challenge in dynamic scenes, where spatial data structures used for accelerated rendering must be reconstructed or updated when there are changes in the scene primitives. This paper introduces QuickTree, a novel Bounding Volume Hierarchy (BVH) construction engine based on the linear BVH (LBVH) optimization algorithm. QuickTree addresses the challenge of dynamic scenes support by employing a highly parallel and pipelined system design. This innovative approach ensures fast construction speed. QuickTree demonstrates significant performance improvements. Compared to the currently fastest MergeTree, it has increased construction speed by 10% and reduced area by 45% compared to RayCore, which has the smallest chip area.