1,852 research outputs found

    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

    High-performance tsunami modelling with modern GPU technology

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    PhD ThesisEarthquake-induced tsunamis commonly propagate in the deep ocean as long waves and develop into sharp-fronted surges moving rapidly coastward, which may be effectively simulated by hydrodynamic models solving the nonlinear shallow water equations (SWEs). Tsunamis can cause substantial economic and human losses, which could be mitigated through early warning systems given efficient and accurate modelling. Most existing tsunami models require long simulation times for real-world applications. This thesis presents a graphics processing unit (GPU) accelerated finite volume hydrodynamic model using the compute unified device architecture (CUDA) for computationally efficient tsunami simulations. Compared with a standard PC, the model is able to reduce run-time by a factor of > 40. The validated model is used to reproduce the 2011 Japan tsunami. Two source models were tested, one based on tsunami waveform inversion and another using deep-ocean tsunameters. Vertical sea surface displacement is computed by the Okada model, assuming instantaneous sea-floor deformation. Both source models can reproduce the wave propagation at offshore and nearshore gauges, but the tsunameter-based model better simulates the first wave amplitude. Effects of grid resolutions between 450-3600 m, slope limiters, and numerical accuracy are also investigated for the simulation of the 2011 Japan tsunami. Grid resolutions of 1-2 km perform well with a proper limiter; the Sweby limiter is optimal for coarser resolutions, recovers wave peaks better than minmod, and is more numerically stable than Superbee. One hour of tsunami propagation can be predicted in 50 times on a regular low-cost PC-hosted GPU, compared to a single CPU. For 450 m resolution on a larger-memory server-hosted GPU, performance increased by ~70 times. Finally, two adaptive mesh refinement (AMR) techniques including simplified dynamic adaptive grids on CPU and a static adaptive grid on GPU are introduced to provide multi-scale simulations. Both can reduce run-time by ~3 times while maintaining acceptable accuracy. The proposed computationally-efficient tsunami model is expected to provide a new practical tool for tsunami modelling for different purposes, including real-time warning, evacuation planning, risk management and city planning

    A GPU-Accelerated Shallow-Water Scheme for Surface Runoff Simulations

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    The capability of a GPU-parallelized numerical scheme to perform accurate and fast simulations of surface runo in watersheds, exploiting high-resolution digital elevation models (DEMs), was investigated. The numerical computations were carried out by using an explicit finite volume numerical scheme and adopting a recent type of grid called Block-Uniform Quadtree (BUQ), capable of exploiting the computational power of GPUs with negligible overhead. Moreover, stability and zero mass error were ensured, even in the presence of very shallow water depth, by introducing a proper reconstruction of conserved variables at cell interfaces, a specific formulation of the slope source term and an explicit discretization of the friction source term. The 2D shallow water model was tested against two dierent literature tests and a real event that recently occurred in Italy for which field data is available. The influence of the spatial resolution adopted in dierent portions of the domain was also investigated for the last test. The achieved low ratio of simulation to physical times, in some cases less than 1:20, opens new perspectives for flood management strategies. Based on the result of such models, emergency plans can be designed in order to achieve a significant reduction in the economic losses generated by flood events

    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

    Lattice Boltzmann modeling for shallow water equations using high performance computing

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    The aim of this dissertation project is to extend the standard Lattice Boltzmann method (LBM) for shallow water flows in order to deal with three dimensional flow fields. The shallow water and mass transport equations have wide applications in ocean, coastal, and hydraulic engineering, which can benefit from the advantages of the LBM. The LBM has recently become an attractive numerical method to solve various fluid dynamics phenomena; however, it has not been extensively applied to modeling shallow water flow and mass transport. Only a few works can be found on improving the LBM for mass transport in shallow water flows and even fewer on extending it to model three dimensional shallow water flow fields. The application of the LBM to modeling the shallow water and mass transport equations has been limited because it is not clearly understood how the LBM solves the shallow water and mass transport equations. The project first focuses on studying the importance of choosing enhanced collision operators such as the multiple-relaxation-time (MRT) and two-relaxation-time (TRT) over the standard single-relaxation-time (SRT) in LBM. A (MRT) collision operator is chosen for the shallow water equations, while a (TRT) method is used for the advection-dispersion equation. Furthermore, two speed-of-sound techniques are introduced to account for heterogeneous and anisotropic dispersion coefficients. By selecting appropriate equilibrium distribution functions, the standard LBM is extended to solve three-dimensional wind-driven and density-driven circulation by introducing a multi-layer LB model. A MRT-LBM model is used to solve for each layer coupled by the vertical viscosity forcing term. To increase solution stability, an implicit step is suggested to obtain stratified flow velocities. Numerical examples are presented to verify the multi-layer LB model against analytical solutions. The model’s capability of calculating lateral and vertical distributions of the horizontal velocities is demonstrated for wind- and density- driven circulation over non-uniform bathymetry. The parallel performance of the LBM on central processing unit (CPU) based and graphics processing unit (GPU) based high performance computing (HPC) architectures is investigated showing attractive performance in relation to speedup and scalability

    SERGHEI (SERGHEI-SWE) v1.0: a performance-portable high-performance parallel-computing shallow-water solver for hydrology and environmental hydraulics

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    The Simulation EnviRonment for Geomorphology, Hydrodynamics, and Ecohydrology in Integrated form (SERGHEI) is a multi-dimensional, multi-domain, and multi-physics model framework for environmental and landscape simulation, designed with an outlook towards Earth system modelling. At the core of SERGHEI's innovation is its performance-portable high-performance parallel-computing (HPC) implementation, built from scratch on the Kokkos portability layer, allowing SERGHEI to be deployed, in a performance-portable fashion, in graphics processing unit (GPU)-based heterogeneous systems. In this work, we explore combinations of MPI and Kokkos using OpenMP and CUDA backends. In this contribution, we introduce the SERGHEI model framework and present with detail its first operational module for solving shallow-water equations (SERGHEI-SWE) and its HPC implementation. This module is designed to be applicable to hydrological and environmental problems including flooding and runoff generation, with an outlook towards Earth system modelling. Its applicability is demonstrated by testing several well-known benchmarks and large-scale problems, for which SERGHEI-SWE achieves excellent results for the different types of shallow-water problems. Finally, SERGHEI-SWE scalability and performance portability is demonstrated and evaluated on several TOP500 HPC systems, with very good scaling in the range of over 20 000 CPUs and up to 256 state-of-the art GPUs

    The shallow water equations and their application to realistic cases

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    The numerical modelling of 2D shallow flows in complex geometries involving transient flow and movable boundaries has been a challenge for researchers in recent years. There is a wide range of physical situations of environmental interest, such as flow in open channels and rivers, tsunami and flood modelling, that can be mathematically represented by first-order non-linear systems of partial differential equations, whose derivation involves an assumption of the shallow water type. Shallow water models may include more sophisticated terms when applied to cases of not pure water floods, such as mud/debris floods, produced by landslides. Mud/debris floods are unsteady flow phenomena in which the flow changes rapidly, and the properties of the moving fluid mixture include stop and go mechanisms. The present work reports on a numerical model able to solve the 2D shallow water equations even including bed load transport over erodible bed in realistic situations involving transient flow and movable flow boundaries. The novelty is that it offers accurate and stable results in realistic problems since an appropriate discretization of the governing equations is performed. Furthermore, the present work is focused on the importance of the computational cost. Usually, the main drawback is the high computational effort required for obtaining accurate numerical solutions due to the high number of cells involved in realistic cases. However, the proposed model is able to reduce computer times by orders of magnitude making 2D applications competitive and practical for operational flood prediction. Moreover our results show that high performance code development can take advantage of general purpose and inexpensive Graphical Processing Units, allowing to run almost 100 times faster than old generation codes in some cases
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