US7747070B2 - Training convolutional neural networks on graphics processing units - Google Patents
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Definitions
- Neural networks are a class of algorithms based on a concept of inter-connected “neurons.”
- neurons contain data values, each of which affects the value of a connected neuron according to connections with pre-defined strengths, and whether the sum connections to each particular neuron meets a pre-defined threshold.
- connection strengths and threshold values a process also referred to as “training”.
- a neural network can achieve efficient recognition of images and characters.
- these neurons are grouped into “layers” in order to make connections between groups more obvious and to each computation of values.
- FIG. 1 illustrates a simplified block diagram of a neural network which is interpreting a sample 100 of a handwritten letter “m.”
- values in illustrated neurons are either 0 or 1. This is done to simplify illustration and does not limit the range or types of values that can be found in neural network neurons.
- an electronic image of the handwriting sample is used to create a set of values for the input layer 210 , or “layer 0 .” In some implementations, this can be done by directly mapping each pixel of the sample 200 to a particular neuron in layer 0 , such that each neuron shows a 1 or a 0 depending on whether the pixel is on or off.
- Another example method of assigning values to neurons is discussed below with reference to convolutional neural networks. Depending on the vagaries of the neural network and the problem it is created to solve, each layer of the network may have differing numbers of neurons, and these may or may not be related to particular qualities of the input data.
- FIG. 1 shows, various neurons in layer 0 are connected to neurons in the next layer, layer 1 ( 120 ).
- layer 1 in one implementation, called a fully-connected neural network, each of the neurons in a particular layer is connected to those in the next layer. In the example of FIG. 1 , this is partially illustrated by showing the connections of two neurons to every neuron in layer 1 .
- Each neuron in layer 1 receives an input value from each of the neurons in layer 0 . These input values are then summed and this sum compared to a bias, or threshold. If the value exceeds the threshold for a particular neuron, that neuron then holds a positive value which can be used as input to neurons in the next layer of neurons.
- each value in the layer is assigned to a particular character.
- the network is configured to end with the output layer having only one large positive value in one neuron, which then demonstrates which character the network has computed to be the most likely handwritten input character.
- FIG. 2 is a block diagram of a method of computing neuron values based on the values found in the previous layer. It should be noted that while FIG. 2 illustrates various matrices, the indexes (or sizes) of the matrices will vary from layer to layer and network to network and various implementations may orient the matrices or map the matrices to computer memory differently. As FIG. 2 illustrates, one method of implementing neural networks is to treat each level as a matrix of neuron values, as is illustrated by layer 0 matrix 210 . Connection strengths can then be implemented as a transformation matrix 220 , which is multiplied by the layer 0 matrix 210 .
- This multiplication allows each value in the previous layer to be scaled according to connection strengths, and then summed, all through normal matrix multiplication.
- a bias matrix 230 is then added to the product matrix to account for the threshold of each neuron in the next level.
- a sigmoid function in one implementation, tan h( )
- tan h( ) is applied to each resultant value to determine if the threshold was met, and the resulting values are placed in the matrix for the next layer. This can also be called a “squashing function.”
- FIG. 2 shows, the connections between each layer, and thus an entire network, can be represented as a series of matrices. Finding proper values for these matrices, then, is the problem of training a neural network.
- FIG. 2 illustrates that neural networks can be implemented as matrices
- computation of the neural networks and training of the neural networks, as described below, involves many mathematical computations.
- non-fully-connected neural networks can require an even greater degree of computational complexity.
- a pixel shader program achieves efficient training of a convolutional neural network on a graphics processing unit.
- a convolutional neural network is implemented on a graphics processing unit as a series of textures.
- the network is then trained through a series of forward and backward passes, with convolutional kernels and bias matrices modified on each backward pass using the gradient descent method according to a gradient of an error function.
- the implementation takes advantage of parallel processing capabilities of pixel shader units on a GPU to efficiently compute forward and backward passes in parallel. It also utilizes an exemplary set of start-to-finish formulas to perform the computations on the pixel shader units.
- input and output to the program is done through textures, which are also operated on during computation.
- a multi-pass summation process is used when sums are needed across pixel shader unit registers.
- FIG. 1 is a block diagram of a conventional fully-connected neural network.
- FIG. 2 is a block diagram of a matrix implementation of connections between two layers of a fully-connected neural network.
- FIG. 3 is a block diagram of a graphics processing unit architecture.
- FIGS. 4 a and 4 b are block diagrams of two examples of actions of convolutional kernels on a handwriting sample.
- FIG. 5 is a flow diagram of a representative training process for convolutional neural networks on a graphics processing unit.
- FIG. 6 is a flow diagram of a sub-process for preparing neural network data for computation on a graphics processing unit.
- FIG. 7 is a block diagram of an example of multi-pass summation.
- FIG. 8 is a block diagram of a suitable computing environment for implementing the convolutional neural network techniques of FIG. 6 .
- the following description relates to training of convolutional neural networks on graphics processing unit (“GPU”) architectures, particularly for the recognition of handwriting.
- the GPU performs repeated forward passes and backward passes on input data, modifying and refining matrices which comprise the neural network on each pass.
- Many of the techniques described herein have been designed to take advantage of efficiencies of a GPU and utilize pixel shader programs which are designed to execute efficiently on a GPU.
- FIG. 3 illustrates a simplified overview of a traditional GPU architecture 300 .
- the GPU architecture corresponds to the GPU 815 illustrated in FIG. 8 .
- Display data 305 which describes geometry of an image to be rendered, is input into vertex shader units 310 , which generate polygonal representations of the geometric forms. These geometric forms are then input into a rasterizer, which interpolates the polygons and samples them to develop a sample set of points in image space, which can then be shaded and have texture added to them.
- Pixel shader unit computation is frequently performed under the control of pixel shader programs, which are GPU-executable programs written to take advantage of the pixel shader units.
- Textures which can be pre-loaded into graphics memory 350 by a computer CPU before training, are cached in texture cache 340 . Once these processes are complete, the image points can then be placed in a frame-buffer 360 before being transferred to graphics memory 350 . In various implementations of the techniques herein, however, both input data to the neural network, as well as output data will be kept in textures. Thus, in various implementations, image point output to the frame buffer is ignored or not created at all.
- FIGS. 4 a and 4 b show two examples of convolutional kernels operating on a sample 400 of a letter “m.” In FIG.
- the sample is combined with a convolution kernel 410 representing a vertical line.
- the resulting patch of pixels 420 comprises the three vertical lines which are present in the sample.
- the handwriting sample 450 is combined with a convolutional kernel 460 representing a diagonal line going up and to the right. This results in a patch of pixels 460 which contains the two diagonal lines of the input character.
- the two result patches show different information for the character, while preserving pixel adjacency. This can result in more efficient character recognition.
- each matrix entry is a rectangular (or square) patch of pixels; similarly the bias matrix comprises patches, and the sigmoid function is performed on each element of each patch.
- computations in convolutional neural networks involve more complex mathematics, with increased parallel computation required.
- One example of computations underlying an implementation of a convolutional neural network is described below in Section 4. Additional information on convolutional networks can be found in P. Y. Simard, D. Steinkaus, and J. C. Platt, “Best Practices for Convolutional Neural Networks Applied to Visual Document Analysis,” Proc. International Conference on Document Analysis and Recognition , pp. 958-962, 2003, which is herein incorporated by reference.
- FIG. 5 shows an example process 500 for training a convolutional neural network.
- actions may be removed, combined, or broken up into sub-actions.
- the process begins at action 510 , where the process received a neural network to train, as well as training samples.
- the network may be pre-set with sample convolutional kernels and biases, but each needs to be refined to give consistent and efficient results.
- Training samples typically involve many (on the order of tens of thousands) samples of handwritten characters, along with an indication of the correct character each should be interpreted as.
- neural network data such as the samples and neural network matrices, are prepared to be operated on as graphics data by the pixel shader units 330 of the GPU 300 . An example process of this action is described in greater detail below with respect to FIG. 6 .
- both of the actions 510 and 520 are performed by a CPU associated with the GPU 815 . In another, all preparation is performed by the GPU 815 .
- each of these samples will be input into the convolutional neural network and the output calculated to determine how close or far off of the proper character recognition the network was. This is called a “forward pass.” Then, the degree of error with relation to each of the matrices with comprise the network is determined, through what is called a “backward pass” and the matrices are then modified to adjust for the error.
- the implementation described herein is written as a series of pixel shader programs.
- the GPU enters a loop for each sample input.
- the neural network is propagated on a forward pass to determine an output for a given sample.
- an error function is used to compute how far off of the expected output the neural network was.
- a gradient function is determined for the error function.
- the GPU can compute how much to adjust each matrix according to the gradient descent method.
- the matrices, including the convolutional kernels and the biases are modified according to the gradient function.
- the actions 550 , 560 , and 570 are collectively known as a “backward pass” because they take the output error information and use it to determine needed modifications for each neural network matrix. Examples of one implementation of the equations used in these forward and backward passes are described in Section 4. Finally, at action 580 , the forward-pass/backward-pass steps of process 500 are repeated as long as there are more sample inputs. At the end of the sample inputs, the network has been trained over those inputs and the process ends.
- FIG. 6 shows an example process 600 for preparing neural network data as graphics data in action 520 of process 500 .
- actions may be removed, combined, or broken up into sub-actions.
- the process begins at action 610 , where the process creates a scene consisting of a single triangle that covers the entire viewport. The process does this to prevent the rasterizer, and other stages of the GPU, from affecting the outcome of computation, allowing the process to focus on the pixel shader computation.
- each of data-parallel variable is stored as a two-dimensional texture.
- Some variables have more than two dimensions, however, so at action 620 they are embedded into a two-dimensional texture.
- a variable K v can be “flattened” into K v by the following equations (see section 4 below for notation):
- K ⁇ i , j ⁇ ⁇ ⁇ x , y ⁇ v K is v + x , js v + y v _ ( 3.1 )
- K i , j v _ K ⁇ ⁇ i s v ⁇ , ⁇ j s v ⁇ ⁇ ⁇ ⁇ i - ⁇ i s v ⁇ , j - ⁇ j s v ⁇ ⁇ v ( 3.2 )
- a coordinate system is determined for the textures. This must be done because the pixel shader units are designed to operate on “pixels”, and thus the location of each “pixel” (in this case an element of a convolutional network matrix) must be determined.
- One method that has frequently been used is to associate “texture coordinate” information with the vertices of the triangle that is presented to the vertex shaders.
- the GPU can then interpolate the values of the texture coordinates at each output pixel, and supply the interpolated value in one of the pixel shader unit registers. This can be used not only to establish the identity of the pixel, but to pre-compute values needed during the execution of the pixel shader programs.
- a neural network comprises some number N of layers of neurons, where each neuron has a numerical value.
- vth layer we refer to the vth layer as l v .
- l v is a vector, whose length we denote as n v , and whose ith element we write as l i v .
- Each layer l v+1 is computed from the previous layer l v using the “learned parameters” K v and b v .
- the goal of the training process is to find good values for these parameters, which these techniques do by gradient descent.
- ⁇ is a “squashing function” representing an element-wise application of tan h
- K v is an n v+1 ⁇ n v matrix representing connection strengths between the two layers
- b v is a vector of length n v+1 representing the bias.
- this learning rate is set to 10 ⁇ 3 .
- each element l i v of a layer is not a scalar, but a p v ⁇ p v square patch of numbers.
- K i,j v will be used to refer to a convolution kernel of size s v ⁇ s v , and b i v a p v+1 ⁇ p v+1 bias patch.
- Individual elements of the layers, biases, and kernels will be written as l i x,y v , K i,j x,y v , and b i x,y v , respectively.
- w ⁇ i ⁇ ⁇ ⁇ x , y ⁇ ⁇ j ⁇ n v ⁇ ⁇ ⁇ ⁇ s v ⁇ ⁇ ⁇ ⁇ s v ⁇ K ⁇ i , j ⁇ ⁇ ⁇ ⁇ , ⁇ ⁇ v ⁇ l ⁇ j ⁇ ⁇ ⁇ 2 ⁇ x + ⁇ , 2 ⁇ y + ⁇ ⁇ v ( 4.13 )
- p v + 1 p v - s v 2 + 1 ( 4.14 )
- ⁇ ⁇ v ⁇ E ⁇ l v + 1 ⁇ • ⁇ ⁇ ⁇ ′ ⁇ ( ⁇ ⁇ v ) ( 4.15 )
- FIG. 7 An example of this multi-pass summation is illustrated in FIG. 7 .
- a matrix 710 needs to be summed across each row.
- One row is illustrated as an example row.
- the matrix is summed by groups of four, so that the first four elements are summed into the first element of that row in a transitional sum matrix 720 .
- the second four elements are summed to the second element of the row, and so on. Then, in a second pass, the four elements of the transitional sum matrix are summed to produce a final sum for the row.
- conditionals can be a significant burden on performance.
- SIME single-instruction, multiple-data
- Each pass on the GPU carries with it a fixed performance overhead, in addition to the time needed to perform computations.
- the compiler contained in the GPU driver usually has no way of optimizing across pixel shader programs. Both of these factors make it important to coalesce as much computation as possible in each pixel shader program in order to achieve good performance.
- the above described neural network training techniques can be performed on any of a variety of devices in which digital media signal processing is performed, including among other examples, computers; image and video recording, transmission and receiving equipment; portable video players; video conferencing; and etc.
- the techniques can be implemented in hardware circuitry, as well as in digital media processing software executing within a computer or other computing environment, such as shown in FIG. 8 .
- FIG. 8 illustrates a generalized example of a suitable computing environment ( 800 ) in which described embodiments may be implemented.
- the computing environment ( 800 ) is not intended to suggest any limitation as to scope of use or functionality of the invention, as the present invention may be implemented in diverse general-purpose or special-purpose computing environments.
- the computing environment ( 800 ) includes at least one processing unit ( 810 ), a GPU ( 815 ), and memory ( 820 ).
- this most basic configuration ( 830 ) is included within a dashed line.
- the processing unit ( 810 ) executes computer-executable instructions and may be a real or a virtual processor. In a multi-processing system, multiple processing units execute computer-executable instructions to increase processing power.
- the memory ( 820 ) may be volatile memory (e.g., registers, cache, RAM), non-volatile memory (e.g., ROM, EEPROM, flash memory, etc.), or some combination of the two.
- the memory ( 820 ) stores software ( 880 ) implementing the described encoder/decoder and efficient transform coefficient encoding/decoding techniques.
- the GPU ( 815 ) may be integrated with the processing unit 810 on a single board or may be contained separately. In one implementation, the GPU ( 815 ) has architecture as illustrated in FIG. 3 .
- a computing environment may have additional features.
- the computing environment ( 800 ) includes storage ( 840 ), one or more input devices ( 850 ), one or more output devices ( 860 ), and one or more communication connections ( 870 ).
- An interconnection mechanism such as a bus, controller, or network interconnects the components of the computing environment ( 800 ).
- operating system software provides an operating environment for other software executing in the computing environment ( 800 ), and coordinates activities of the components of the computing environment ( 800 ).
- the storage ( 840 ) may be removable or non-removable, and includes magnetic disks, magnetic tapes or cassettes, CD-ROMs, CD-RWs, DVDs, or any other medium which can be used to store information and which can be accessed within the computing environment ( 800 ).
- the storage ( 840 ) stores instructions for the software ( 880 ) implementing the described neural network training techniques.
- the input device(s) ( 850 ) may be a touch input device such as a keyboard, mouse, pen, or trackball, a voice input device, a scanning device, or another device that provides input to the computing environment ( 800 ).
- the input device(s) ( 850 ) may be a sound card or similar device that accepts audio input in analog or digital form, or a CD-ROM reader that provides audio samples to the computing environment.
- the output device(s) ( 860 ) may be a display, printer, speaker, CD-writer, or another device that provides output from the computing environment ( 800 ).
- the communication connection(s) ( 870 ) enable communication over a communication medium to another computing entity.
- the communication medium conveys information such as computer-executable instructions, compressed audio or video information, or other data in a modulated data signal.
- a modulated data signal is a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal.
- communication media include wired or wireless techniques implemented with an electrical, optical, RF, infrared, acoustic, or other carrier.
- Computer-readable media are any available media that can be accessed within a computing environment.
- Computer-readable media include memory ( 820 ), storage ( 840 ), communication media, and combinations of any of the above.
- the neural network training techniques herein can be described in the general context of computer-executable instructions, such as those included in program modules, being executed in a computing environment on a target real or virtual processor.
- program modules include routines, programs, libraries, objects, classes, components, data structures, etc. that perform particular tasks or implement particular abstract data types.
- the functionality of the program modules may be combined or split between program modules as desired in various embodiments.
- Computer-executable instructions for program modules may be executed within a local or distributed computing environment.
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Abstract
Description
l v+1=σ(φv)=σ(K v l v +b v) (4.1)
for 0≦v<N. Here, σ is a “squashing function” representing an element-wise application of tan h, Kv is an nv+1×nv matrix representing connection strengths between the two layers, and bv is a vector of length nv+1 representing the bias.
where □ denotes element-wise multiplication, and σ′ is an element-wise application of tan h′. The definition of E can then be plugged in to equation (4.4) to get:
where {circle around (x)} denotes an outer product. We can also conclude that, for 0≦v<N,
ψv−1=(k v)Tψv□σ′(φv−1) (4.9)
where (Kv)T represents the matrix transpose of Kv.
l v+1=σ({circumflex over (φ)}v)=σ(K v *l v +b v) (4.12)
where (Kv)T represents the matrix transpose of Kv.
and
s v =p v−2p v+1−2 (4.20)
p v=2p v+1 +s v−2 (4.22)
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CA2619973A1 (en) | 2007-03-08 |
AU2006285161A1 (en) | 2007-03-08 |
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CN101253493A (en) | 2008-08-27 |
RU2008107746A (en) | 2009-09-10 |
CN101253493B (en) | 2012-04-25 |
RU2424561C2 (en) | 2011-07-20 |
KR101298393B1 (en) | 2013-08-20 |
US20070047802A1 (en) | 2007-03-01 |
KR20080042083A (en) | 2008-05-14 |
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