Digital Library
Close Browse articles from a journal
 
<< previous   
     Journal description
       All volumes of the corresponding journal
         All issues of the corresponding volume
           All articles of the corresponding issues
                                       Details for article 12 of 12 found articles
 
 
  The new SIMD Implementation of the Smith-Waterman Algorithm on Cell Microprocessor
 
 
Title: The new SIMD Implementation of the Smith-Waterman Algorithm on Cell Microprocessor
Author: Rudnicki, Witold R.
Jankowski, Aleksander
Modzelewski, Aleksander
Piotrowski, Aleksander
Zadrożny, Adam
Appeared in: Fundamenta informaticae
Paging: Volume 96 (2009) nr. 1-2 pages 181-194
Year: 2009-12-07
Contents: Algorithms for estimating similarity between two macromolecular sequences are of profound importance for molecular biology. The standard methods utilize so-called primary structure, that is a string of characters denoting the sequence of monomers in hetero-polymer. These methods find the substrings of maximal similarity, as defined by the so-called similarity matrix, for a pair of two molecules. The problem is solved either by the exact dynamic programming method, or by approximate heuristic methods. The approximate algorithms are almost two orders of magnitude faster in comparison with the standard version of the exact Smith-Waterman algorithm, when executed on the same hardware, hence the exact algorithm is relatively rarely used. Recently a very efficient implementation of Smith- Waterman algorithm utilizing SIMD extensions to the standard instruction set reduced the speed advantage of heuristic algorithms to factor of three. Here we present an improved implementation of the Smith-Waterman algorithm on the Cell processor. Implementation presented here achieves execution speed of approximately 9 GCUPS. The performance is independent on the scoring system. It is 4 to 10 times faster than best Smith-Waterman implementation running on a PC and 1.5 to 3 times faster than the same implementation running on Sony PlayStation 3. It is also 5 times faster than the recent implementation of the Smith- Waterman utilizing Nvidia GPU. Our implementation running on Sony PlayStation 3 has performance which is directly comparable with that of BLAST running on PC, being up to 4 times faster in the best case and no more than two times slower in the worst case. This performance level opens possibility for using the exact Smith-Waterman algorithm in applications, where currently approximate algorithms are used.
Publisher: IOS Press
Source file: Elektronische Wetenschappelijke Tijdschriften
 
 

                             Details for article 12 of 12 found articles
 
<< previous   
 
 Koninklijke Bibliotheek - National Library of the Netherlands