Perform sum of vectors in CUDA/thrust - vector

So I'm trying to implement stochastic gradient descent in CUDA, and my idea is to parallelize it similar to the way that is described in the paper Optimal Distributed Online Prediction Using Mini-Batches
That implementation is aimed at MapReduce distributed environments so I'm not sure if it's optimal when using GPUs.
In short the idea is: at each iteration, calculate the error gradients for each data point in a batch (map), take their average by sum/reducing the gradients, and finally perform the gradient step updating the weights according to the average gradient. The next iteration starts with the updated weights.
The thrust library allows me to perform a reduction on a vector allowing me for example to sum all the elements in a vector.
My question is: How can I sum/reduce an array of vectors in CUDA/thrust?
The input would be an array of vectors and the output would be a vector that is the sum of all the vectors in the array (or, ideally, their average).

Converting my comment into this answer:
Let's say each vector has length m and the array has size n.
An "array of vectors" is then the same as a matrix of size n x m.
If you change your storage format from this "array of vectors" to a single vector of size n * m, you can use thrust::reduce_by_key to sum each row of this matrix separately.
The sum_rows example shows how to do this.

Related

Fast matrix determinant calculation with specific structure

I have a k*k squared matrix with diagonal elements x>0 and all other elements y>0. The values of k, x, y are all subject to change.
Now I need the determinant of this matrix. I know there won't be a closed-form formula for it, but is there a way to calculate it faster than the commonly used LU-decomposition which takes O(K^3) time complexity (considering its special structure)?
(I am using R as my coding language, and the built-in det() function in R uses the LU-decomposition.)

Computational complexity of n-dimensional Discrete Fourier Transform?

The computational complexity of n-dimensional Fast Fourier Transform was discussed here and (as the former's duplicate) here.
The computational complexity of a 1-dimensional Discrete Fourier Transform is O(N^2), N is the data set size.
Could you please tell us what is the computational complexity of the n-dimensional Discrete Fourier Transform consisting {N1, N2 ... Nn} points along each dimension?
The FFT itself is also a DFT (with some constraints). Will assume that you mean the naive summation method.
Re-writing the 1D DFT in integral form (the continuous version):
A particular value of f-tilde is equivalent to a single element in your DFT array. When the integral is discretized (i.e. converted a finite sum), there are N terms in the sum. This gives O(N) for each element and hence O(N^2) overall.
In case you were wondering, writing in this form allows for more compact notation for a general n-D DFT:
When this is discretized, we can see that for each element there are n sums, each over one of the dimensions and of length N. There are N ^ n values in the input "array", so the complexity is:

Mathematical representation of a set of points in N dimensional space?

Given some x data points in an N dimensional space, I am trying to find a fixed length representation that could describe any subset s of those x points? For example the mean of the s subset could describe that subset, but it is not unique for that subset only, that is to say, other points in the space could yield the same mean therefore mean is not a unique identifier. Could anyone tell me of a unique measure that could describe the points without being number of points dependent?
In short - it is impossible (as you would achieve infinite noiseless compression). You have to either have varied length representation (or fixed length with length being proportional to maximum number of points) or dealing with "collisions" (as your mapping will not be injective). In the first scenario you simply can store coordinates of each point. In the second one you approximate your point clouds with more and more complex descriptors to balance collisions and memory usage, some posibilities are:
storing mean and covariance (so basically perofming maximum likelihood estimation over Gaussian families)
performing some fixed-complexity density estimation like Gaussian Mixture Model or training a generative Neural Network
use set of simple geometrical/algebraical properties such as:
number of points
mean, max, min, median distance between each pair of points
etc.
Any subset can be identified by a bit mask of length ceiling(lg(x)), where bit i is 1 if the corresponding element belongs to the subset. There is no fixed-length representation that is not a function of x.
EDIT
I was wrong. PCA is a good way to perform dimensionality reduction for this problem, but it won't work for some sets.
However, you can almost do it. Where "almost" is formally defined by the Johnson-Lindenstrauss Lemma, which states that for a given large dimension N, there exists a much lower dimension n, and a linear transformation that maps each point from N to n, while keeping the Euclidean distance between every pair of points of the set within some error ε from the original. Such linear transformation is called the JL Transform.
In other words, your problem is only solvable for sets of points where each pair of points are separated by at least ε. For this case, the JL Transform gives you one possible solution. Moreover, there exists a relationship between N, n and ε (see the lemma), such that, for example, if N=100, the JL Transform can map each point to a point in 5D (n=5), an uniquely identify each subset, if and only if, the minimum distance between any pair of points in the original set is at least ~2.8 (i.e. the points are sufficiently different).
Note that n depends only on N and the minimum distance between any pair of points in the original set. It does not depend on the number of points x, so it is a solution to your problem, albeit some constraints.

Apply a transformation matrix over time

I have an initial frame and a bounding box around some information. I have a transformation matrix T, for which I want to use to transform this bounding box.
I could easily apply the transformation and draw it in the output frame, but I would like to apply the transformation over a sequence of x frames, can anyone suggest a way to do this?
Aly
Building on #egor-n comment, you could compute R = T^{1/x} and compute your bounding box on frame i+1 from the one at frame i by
B_{i+1} = R * B_{i}
with B_{0} your initial bounding box. Depending on the precise form of T, we could discuss how to compute R.
There are methods for affine transforms - to make decomposition of affine transform matrix to product of translation, rotation, scaling and shear matrices, and linear interpolation of parameters of every matrix (for example, rotation angle for R and so on). Example
But for homography matrix there is no single solution, as described here, so one can find some "good" approximation (look at complex math in that article). Probably, some limitations for possible transforms could simplify the problem.
Here's something a little different you could try. Let M be the matrix representing the final transformation. You could try interpolating between I (the identity matrix, with 1's on the diagonal and 0's elsewhere) using the formula
M(t) = exp(t * ln(M))
where t is time from 0 to 1, M(0) = I, M(1) = M, exp is the exponential function for matrices given by the usual infinite series, and ln is the similar natural logarithm function for matrices given by the usual infinite series.
The correctness of the formula depends on the type of transformation represented by M and the type of transformations allowed in intermediate steps. The formula should work for rigid motions. For other types of transformations, various bad things might happen, including divergence of the logarithm series. Other formulas can be used in other cases; let me know if you're using transformations other than rigid motions and I can give some other formulas.
The exponential and logarithm functions may be available in a matrix library. If not, they can be easily implemented as partial sums of infinite series.
The above method should give the same result as some quaternion methods in the case of rotations. The quaternion methods are probably faster when they're available.
UPDATE
I see you mention elsewhere that your transformation is a homography (perspectivity), so the method I suggested above for rigid motions won't work. Instead you could use a different, but related method outlined in ftp://ftp.cs.huji.ac.il/users/aristo/papers/SYGRAPH2005/sig05.pdf. It goes as follows: represent your transformation by a matrix in one higher dimension. Scale the matrix so that its determinant is equal to 1. Call the resulting matrix G. You want to interpolate from the identity matrix I to G, going through perspectivities.
In what follows, let M^T be the transpose of M. Let the function expp be defined by
expp(M) = exp(-M^T) * exp(M+M^T)
You need to find the inverse of that function at G; in other words you need to solve the equation
expp(M) = G
where G is your transformation matrix with determinant 1. Call the result M = logp(G). That equation can be solved by standard numerical techniques, or you can use Matlab or other math software. It's somewhat time-consuming and complicated to do, but you only have to do it once.
Then you calculate the series of transformations by
G(t) = expp(t * logp(G))
where t varies from 0 to 1 in steps of 1/k, where k is the number of frames you want.
You could parameterize the transform over some number of frames by adding a variable with a domain greater than zero but less than 1.
Let t be the frame number
Let T be the total number of frames
Let P be the original location and orientation of the object
Let theta be the total rotation angle
and translation be the vector [x,y]'
The transform in 2D becomes:
T(P|t) = R(t)*P +(t*[x,y]')/T
where R(t) = {{Cos((theta*t)/T),-Sin((theta*t)/T)},{Sin((theta*t)/T),Cos((theta*t)/T)}}
So that at frame t_n you apply the transform T(t) to the position of the object at time t_0 = 0 (which is equivalent to no transform)

Matrix and multiplication complexity

I'm having trouble understanding the time complexity of the solution to a problem.
Let X, Y and Z be n × n matrices. Suppose we want to verify whether XY = Z. What is the complexity of solving the problem directly by computing XY?
The correct answer is O(n3), but I don't understand why. Why is this the case?
The standard algorithm for computing the product of two n × n matrices is to use the fact that the entry at position (i, j) in the product is the inner product of the ith row of the first matrix and the jth column of the second matrix. Computing the inner product of this row and this column takes time Θ(n), because there are n entries that need to be pairwise multiplied and summed together. Therefore, each entry of the resulting matrix takes time Θ(n). Since there are n2 total entries in the matrices, the total time complexity using the naive algorithm is Θ(n3).
There are faster matrix multiplication approaches than the one described here that use more sophisticated algorithms. You might want to look up the Coppersmith-Winograd algorithm or the Strassen algorithm, which are asymptotically faster than the naive algorithm.
However, there are better randomized algorithms for checking whether the product is correct. Check out Frievalds' algorithm for an O(n2)-time randomized algorithm that with high probability can detect if the multiplication is correct.
Hope this helps!

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