3,567 research outputs found

    A GPU Implementation for Two-Dimensional Shallow Water Modeling

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    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

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    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

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    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

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    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 N=7N=7). 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

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    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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