3,567 research outputs found
A GPU Implementation for Two-Dimensional Shallow Water Modeling
In this paper, we present a GPU implementation of a two-dimensional shallow
water model. Water simulations are useful for modeling floods, river/reservoir
behavior, and dam break scenarios. Our GPU implementation shows vast
performance improvements over the original Fortran implementation. By taking
advantage of the GPU, researchers and engineers will be able to study water
systems more efficiently and in greater detail.Comment: 9 pages, 1 figur
Massively parallel implicit equal-weights particle filter for ocean drift trajectory forecasting
Forecasting of ocean drift trajectories are important for many applications, including search and rescue operations, oil spill cleanup and iceberg risk mitigation. In an operational setting, forecasts of drift trajectories are produced based on computationally demanding forecasts of three-dimensional ocean currents. Herein, we investigate a complementary approach for shorter time scales by using the recently proposed two-stage implicit equal-weights particle filter applied to a simplified ocean model. To achieve this, we present a new algorithmic design for a data-assimilation system in which all components – including the model, model errors, and particle filter – take advantage of massively parallel compute architectures, such as graphical processing units. Faster computations can enable in-situ and ad-hoc model runs for emergency management, and larger ensembles for better uncertainty quantification. Using a challenging test case with near-realistic chaotic instabilities, we run data-assimilation experiments based on synthetic observations from drifting and moored buoys, and analyze the trajectory forecasts for the drifters. Our results show that even sparse drifter observations are sufficient to significantly improve short-term drift forecasts up to twelve hours. With equidistant moored buoys observing only 0.1% of the state space, the ensemble gives an accurate description of the true state after data assimilation followed by a high-quality probabilistic forecast
GPU driven finite difference WENO scheme for real time solution of the shallow water equations
The shallow water equations are applicable to many common engineering problems involving modelling of waves dominated by motions in the horizontal directions (e.g. tsunami propagation, dam breaks). As such events pose substantial economic costs, as well as potential loss of life, accurate real-time simulation and visualization methods are of great importance. For this purpose, we propose a new finite difference scheme for the 2D shallow water equations that is specifically formulated to take advantage of modern GPUs. The new scheme is based on the so-called Picard integral formulation of conservation laws combined with Weighted Essentially Non-Oscillatory reconstruction. The emphasis of the work is on third order in space and second order in time solutions (in both single and double precision). Further, the scheme is well-balanced for bathymetry functions that are not surface piercing and can handle wetting and drying in a GPU-friendly manner without resorting to long and specific case-by-case procedures. We also present a fast single kernel GPU implementation with a novel boundary condition application technique that allows for simultaneous real-time visualization and single precision simulations even on large ( > 2000 × 2000) grids on consumer-level hardware - the full kernel source codes are also provided online at https://github.com/pparna/swe_pifweno3
An entropy stable discontinuous Galerkin method for the shallow water equations on curvilinear meshes with wet/dry fronts accelerated by GPUs
We extend the entropy stable high order nodal discontinuous Galerkin spectral
element approximation for the non-linear two dimensional shallow water
equations presented by Wintermeyer et al. [N. Wintermeyer, A. R. Winters, G. J.
Gassner, and D. A. Kopriva. An entropy stable nodal discontinuous Galerkin
method for the two dimensional shallow water equations on unstructured
curvilinear meshes with discontinuous bathymetry. Journal of Computational
Physics, 340:200-242, 2017] with a shock capturing technique and a positivity
preservation capability to handle dry areas. The scheme preserves the entropy
inequality, is well-balanced and works on unstructured, possibly curved,
quadrilateral meshes. For the shock capturing, we introduce an artificial
viscosity to the equations and prove that the numerical scheme remains entropy
stable. We add a positivity preserving limiter to guarantee non-negative water
heights as long as the mean water height is non-negative. We prove that
non-negative mean water heights are guaranteed under a certain additional time
step restriction for the entropy stable numerical interface flux. We implement
the method on GPU architectures using the abstract language OCCA, a unified
approach to multi-threading languages. We show that the entropy stable scheme
is well suited to GPUs as the necessary extra calculations do not negatively
impact the runtime up to reasonably high polynomial degrees (around ). We
provide numerical examples that challenge the shock capturing and positivity
properties of our scheme to verify our theoretical findings
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics
This paper presents a survey of ocean simulation and rendering methods in
computer graphics. To model and animate the ocean's surface, these methods
mainly rely on two main approaches: on the one hand, those which approximate
ocean dynamics with parametric, spectral or hybrid models and use empirical
laws from oceanographic research. We will see that this type of methods
essentially allows the simulation of ocean scenes in the deep water domain,
without breaking waves. On the other hand, physically-based methods use
Navier-Stokes Equations (NSE) to represent breaking waves and more generally
ocean surface near the shore. We also describe ocean rendering methods in
computer graphics, with a special interest in the simulation of phenomena such
as foam and spray, and light's interaction with the ocean surface
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