Papers for
gpu hardware designers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Ray-by-Ray improves GPU ray tracing performance with fine-grained control
Ray-by-Ray: Fine-Grained Resource Management for GPU Ray Tracing Units
Abstract: Ray tracing (RT) generates photorealistic images by simulating the physical behavior of light as it interacts with surfaces in a virtual scene. In film production and high-end rendering pipelines, this technique computes global illumination, reflections, refractions, and soft shadows by tracing millions of light rays per frame and accurately modeling their bounces and attenuation. Contemporary GPUs incorporate specialized ray tracing hardware to accelerate key operations in the traversal pipeline. By accelerating these stages in hardware, the unit enables real-time ray tracing for complex scenes that previously required offline computation. However, ray tracing introduces substantial control and data divergence. Each ray may traverse a different set of nodes in the acceleration structure, encounter distinct materials, or terminate at varying depths. This irregularity reduces thread coherence and exposes a fundamental disparity between the GPU SIMT and per-thread execution model of dedicated RT units, where each ray progresses independently. In this work, we seek to validate assumptions made in open-source infrastructure and identify potential inefficiencies in resource management within the ray tracing pipeline. To address inefficiency caused by mismatches between SIMT and RT granularities, we propose Ray-by-Ray, which decomposes on-chip buffers into the granularity of individual rays and introduces lightweight management structures that enable more warps to run in parallel without increasing buffer capacity. This approach improves ray tracing unit utilization and increases memory-level parallelism. Experimental results show that Ray-by-Ray achieves an average performance improvement of 1.91x over the baseline, with an area overhead of 0.19\%.
Gpu performance improved by controlling prefetch timing and placement
SnakeCharmer: Orchestrating Utility, Timeliness, and Placement in GPU Prefetching
Abstract: GPUs rely on massive thread-level parallelism to tolerate long memory latency, yet they still suffer severe stalls when many warps simultaneously wait for data from the memory system. Address-prediction-based GPU prefetchers can mitigate such stalls, but accurate prediction alone does not guarantee performance improvement: a predicted prefetch becomes beneficial only if it is worth issuing, arrives at the right time, and is retained without harmful interference. Because these requirements interact, optimizing any single dimension in isolation can simply move the bottleneck to another. We capture these requirements with a predicted-prefetch-to-realized-benefit perspective and propose SnakeCharmer, a unified backend prefetch-control framework for address-prediction-based GPU prefetchers. SnakeCharmer separates address prediction from prefetch realization: the frontend predictor generates prefetch candidates, while the backend control path jointly controls utility, timeliness, and placement by determining whether each candidate should be issued, when it should be issued, and where the returned data should be retained. SnakeCharmer realizes this control path with zero-value-aware filtering for utility, hierarchical feedback-driven distance tuning for timeliness, and a register-assisted prefetch buffer for placement. We design and implement SnakeCharmer primarily on top of Snake, and adapt the same backend-control principles to APOGEE to demonstrate that SnakeCharmer's benefits are not limited to a single frontend predictor. On an A100 GPU model, SnakeCharmer improves performance/energy efficiency by 12.8%/20.8% over Snake and by 1.7%/3.2% over APOGEE, with modest hardware overhead.
Adding 2 4 sparsity is less effective than lowering precision for large language models
Is 2:4 Sparsity Still Worth It? Semi-Structured Sparsity versus Quantization in LLM Inference
Abstract: NVIDIA tensor cores have supported 2:4 semi-structured sparsity since Ampere, and the pattern composes with quantization. When the two are combined, the practical question is which step to take next: from a given precision, add 2:4 sparsity or drop to the next lower precision? We compare the two at equal bits, with sparsity metadata counted, and at equal nominal tensor-core tiers, over all six GEMM operands of a transformer layer, with kernels measured on three GPU generations and online pruning and quantization included. Our results show that as long as a lower precision is available, adding 2:4 is the worse step, both less accurate and slower, because the energy that 2:4 discards from each group of four along the hardware-forced axis does not shrink with bits, while quantization error does. Once quantization reaches the lowest precision the hardware supports, 2:4 still speeds up linear layers by 1.3--1.7\x{}, and on an H100 a retrained 2:4 model served in FP8 by vLLM reaches 27\% higher prefill throughput than the dense FP8 model, with GSM8K accuracy on par. Its quality has to be won back by retraining, however, which restores perplexity long before reasoning; on Blackwell, whose sparse FP4 uses a pairwise 4:8 pattern, the loss is larger and our retraining budget did not recover it.
Gpu inefficiencies limit long context large language model use locally
Local Inference of LLMs on Long Contexts: A Data Systems Perspective
Abstract: Large language models can solve complex problems across a variety of subjects, such as mathematics and coding. For such complex analytical tasks, models with a long context perform better. Serving models with long context is currently mostly done on powerful systems with multiple GPUs, which are too expensive for most users. An alternative is local inference, or serving a model on a user's own machine, which removes per-token costs and rate limits, besides keeping sensitive data private and giving users full control over the models they run. The common understanding, however, is that local LLMs need compression (e.g., quantization) to run on a single GPU. In this paper, we set out to study the limitations that prevent serving long-context models for single users, besides the capacity issue. Rather than characterizing a single model on one GPU, we analyze how different models behave across several GPU generations. This lets us uncover not just individual bottlenecks but broader trends in where inefficiencies arise. Our analysis confirms that, as expected, self-attention dominates the runtime for long-context inference. More unexpectedly, our evaluation reveals that the current structure of self-attention leaves key GPU resources significantly underutilized, and the newest GPU is often the least well served. Many of these findings are fundamentally data management problems, from paging the KV cache to improving cache utilization and synchronization in the GPU, which is why we bring this study to the Data Systems community. To engage this community, we present our findings as a series of experimental observations and formulate recommendations for future work.
VortexSynth rebuilds GPU benchmarks to test new hardware designs
VortexSynth: Profile-guided benchmark reconstruction for GPU architecture research
Abstract: GPU architecture research requires representative benchmarks that can execute on new designs. However, many vendor-tailored workloads and library kernels cannot run directly on research architectures because their implementations are closed-source or rely on programming models unsupported by the target architecture. Migrating existing kernels requires manual effort to adapt their implementations and validate their behavior. This creates a need to automate workload migration to target platforms. We present VortexSynth, a framework that uses profile-guided benchmark reconstruction to construct GPU benchmarks from reference workloads. Our workflow selects hot kernels through profiling, synthesizes implementations in the target programming language, verifies output equivalence, and measures profile differences using a translated proxy implementation. The resulting profile signature gap is supplied to an agent for iterative refinement. We evaluate the method on Vortex, an open-ISA GPGPU, using robotics as the application domain. All active kernel pairs pass both output-equivalence checks, and the case studies show that iterative refinement can reduce profile distance.
Multi chiplet gpus boost speed and cut energy use drastically
Divide and conquer: Scalable performance and energy in MCM GPUs
Abstract: Multi-chip-module (MCM) GPUs offer a promising path to scale compute capability beyond monolithic designs by integrating multiple chiplets on a common package. However, the impact of disaggregation on performance scalability and energy consumption remains underexplored. The design space grows rapidly across dimensions such as SMs per chiplet, chiplet count, and interconnection network. The inter-chiplet network is particularly critical, as it determines whether additional compute resources translate into performance gains. This limited understanding leaves industry and research without clear guidance on the performance and energy trade-offs of MCM GPU scaling. In this work, we investigate whether distributing compute and memory capability across multiple chiplets offers a more scalable alternative to concentrating resources. We quantify their effects on performance, energy, and efficiency and examine how inter-chiplet topology influences scalability at different system sizes. Our results demonstrate that a 16 chiplet Torus configuration with 256 SMs delivers a remarkable $2.40\times$ performance improvement over a state-of-the-art MCM architecture with the same compute capability, while simultaneously reducing energy consumption by $4.45\times$. These substantial gains provide evidence that disaggregation is a first-order architectural factor and will be critical to unlocking the performance and energy-efficiency potential of next-generation GPUs.
Sparse attention on GPUs leaks private data from language models
SparLeak: Privacy Leakage from Sparse Attention in LLM Inference on Shared GPUs
Abstract: Sparse attention is widely used to accelerate long-context inference in modern large language models (LLMs), but its input-dependent execution behavior introduces previously unexplored privacy risks. We identify a new GPU micro-architectural side channel, termed Sparsity-Induced Memory Access (SIMA), which arises from secret-dependent key-value cache access patterns induced by sparse attention. Based on this observation, we present SparLeak, a phase-aware side-channel attack that extracts SIMA traces during LLM inference and enables two practical privacy extractions: query attribute inference from prefill-phase traces and autoregressive response reconstruction from decoding-phase traces. By reconstructing approximate token-level sparsity profiles from page-level observations and applying profiling-based learning, SparLeak accurately recovers sensitive information, including user-query attributes and private LLM response content. Extensive evaluation across three LLM architectures, three sparse attention mechanisms, and three privacy-sensitive datasets shows that SparLeak achieves average attack success rates of 90.9% for attribute inference and 87.3% for response reconstruction under real-world LLM serving settings, highlighting the significance to account for SIMA leakage when deploying sparse-attention-based LLM systems. We provide anonymized SIMA traces, trained attack models, evaluation scripts, and documentation as artifacts at https://anonymous.4open.science/r/Janus_artifacts/.
Diffusion model speeds up real-time streaming video enhancement
ReCaVSR: One-Step Streaming Diffusion Video Super-Resolution with Recycled Latents and Learned Cache Routing
Abstract: Real-time diffusion-based video super-resolution (VSR) is in high demand for online streaming, yet stringent latency requirements often compromise generative fidelity. We propose ReCaVSR, a Wan2.2-based, one-step framework for streaming VSR that builds on two observations: recycled SR latents retain local temporal context, reducing the need for full historical Key-Value (KV) caches; and individual transformer layers benefit from distinct temporal scopes. ReCaVSR combines three complementary designs: (i) layer-wise cache routing with recycled SR latents: each DiT layer learns its KV-cache temporal scope under a cache budget and exports a static inference schedule, while recycled SR latents propagate local context by conditioning each new block on the model's own preceding predictions. (ii) Multi-Scope Query (MSQ) Discriminator: a compositional discriminator combining global, spatial-window, and temporal-tube feedback for holistic realism, local texture generation, and temporal stability. (iii) LR-conditioned adaptation of FlashDecoder: a VAE decoder that incorporates LR observations for efficient latent decoding. ReCaVSR enables streaming VSR without iterative sampling or full historical KV-cache materialization. Experiments on synthetic and real-world VSR benchmarks show better perceptual quality, temporal consistency, and streaming efficiency than representative VSR baselines. At $1080{\times}1920$ output resolution on a single NVIDIA A100-80GB, ReCaVSR achieves 21.20 FPS with 15.16 GB peak allocated GPU memory, running 2.72$\times$ faster while using 38.0\% less peak allocated memory than FlashVSR Tiny. The code is available at https://github.com/kopperx/ReCaVSR.
Purlin improves gpu communication for faster distributed inference
Purlin: Separating Orchestration from the Datapath of Collectives
Abstract: Distributed inference depends on GPU collective communication that must keep pace with evolving hardware and specialized workloads. However, existing collective implementations often couple semantics, orchestration (where and when data moves), and the datapath (how data moves). This coupling makes it costly to adopt new hardware mechanisms and customize communication for applications. We present Purlin, a scale-up communication framework that separates these concerns. At the top of Purlin, we specify collectives as a naming of an input and output layout and a copy or reduction operation. In the middle, we introduce a shared orchestration protocol, Stage, Notify, And Consume (SNAC), which derives coordination from these specifications. Below SNAC sits a hardware-specific datapath we call Atom, which implements two key data movement primitives for collectives: copy and reduce. This separation lets us customize collectives and adopt new hardware mechanisms while reusing orchestration via SNAC. We evaluate Purlin on A100, H200, and B200 GPUs. Across seven collectives, Purlin achieves latency speedups of up to 5.14x and bandwidth improvements of up to 4.50x over baselines. Integrated into SGLang, Purlin improves offline LLM serving throughput and interactivity by 1.13x on average and up to 1.37x over baselines. For online LLM inference, Purlin improves interactivity by 1.26x on average and up to 2.85x, with the largest gain occurring under overload. For diffusion image generation, Purlin reduces end-to-end latency by up to 1.13x.
Automated method cuts GPU instruction sizes and decoder area significantly
Automated Instruction Encoding Synthesis for Modern GPU ISA Compression
Abstract: Modern GPU kernels increasingly stress the instruction supply path, while fixed instruction containers can leave substantial footprint slack. This paper presents an automated encoding-synthesis framework that treats instruction layout as a constrained slot-assignment problem over a validated instruction-form field specification. The formulation separates semantic field identity from physical bit positions and supports tied, pinned, and free placement constraints, making it applicable when recurring decoded fields are not frozen by a public format contract. We instantiate the framework for NVIDIA SASS: raw public encoding text is normalized into a machine-readable specification, a SASS disassembler is validated against nvdisasm on 3.78M instructions, released as an open benchmark, and CP-SAT synthesis is used for fixed-length and variable-length encodings. On 142 Blackwell kernel inputs, variable-length synthesis reduces instruction footprint by 33%, with comparable reductions after re-synthesis on Ampere and Hopper; fixed-length synthesis on the same specification reduces decoder area by 16% against a decoder generated from the NVIDIA-observed 128-bit layout by the same generator and flow. Generated fetch/decode RTL meets 1.5 GHz in TSMC 22 nm with a replicated area delta of 0.12% of a GA100-class die; a same-node SRAM comparison shows the footprint reduction corresponds to about 9x this added logic in instruction-SRAM bit-cell area.
Cache model predicts memory use in parallel GPU scans
PASCAL: A Phase-Aware Shared-Cache Model for Parallel Scans
Abstract: In modern AI Accelerators and GPGPUs, many concurrent cores repeatedly access the same shared data. This pattern occurs in attention, where different query tiles share the same K/V block, GEMM, where every tile in a row reads the same panel, and many other operators. We name this pattern parallel scan. Due to a significant amount of data reuse in this pattern, the cache is expected to capture as much data reuse as possible and largely reduce requests sent to the main memory for both performance and energy consumption concerns. However, in reality, because of the intrinsic asynchrony of multi-cores, the actual cache miss rate and DRAM traffic can be much higher compared to ideal cases. In this paper, we propose PASCAL, a shared-cache model for parallel scans. It is aware of the dynamic feature of progress divergence across multi-cores, correlate the divergence with the combination of different factors such as occupancy, and predicts the cache miss rate before execution. Because prediction needs no target trace, timing, or counters, PASCAL supports design-space exploration at scales where cycle-accurate simulation is impractical, and its policy-independent bound states how much traffic no replacement policy can avoid. A MAPE of 13.84% is achieved in a 60-configuration dataset with various software pipeline depths, occupancies, and memory access data paths on an NVIDIA GB10 GPU, against 44.79% for physical-wave TileSight and 54.16% for exact symbolic SDCM.