32,775 research outputs found

    GAMER: a GPU-Accelerated Adaptive Mesh Refinement Code for Astrophysics

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    We present the newly developed code, GAMER (GPU-accelerated Adaptive MEsh Refinement code), which has adopted a novel approach to improve the performance of adaptive mesh refinement (AMR) astrophysical simulations by a large factor with the use of the graphic processing unit (GPU). The AMR implementation is based on a hierarchy of grid patches with an oct-tree data structure. We adopt a three-dimensional relaxing TVD scheme for the hydrodynamic solver, and a multi-level relaxation scheme for the Poisson solver. Both solvers have been implemented in GPU, by which hundreds of patches can be advanced in parallel. The computational overhead associated with the data transfer between CPU and GPU is carefully reduced by utilizing the capability of asynchronous memory copies in GPU, and the computing time of the ghost-zone values for each patch is made to diminish by overlapping it with the GPU computations. We demonstrate the accuracy of the code by performing several standard test problems in astrophysics. GAMER is a parallel code that can be run in a multi-GPU cluster system. We measure the performance of the code by performing purely-baryonic cosmological simulations in different hardware implementations, in which detailed timing analyses provide comparison between the computations with and without GPU(s) acceleration. Maximum speed-up factors of 12.19 and 10.47 are demonstrated using 1 GPU with 4096^3 effective resolution and 16 GPUs with 8192^3 effective resolution, respectively.Comment: 60 pages, 22 figures, 3 tables. More accuracy tests are included. Accepted for publication in ApJ

    Data Dissemination Performance in Large-Scale Sensor Networks

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    As the use of wireless sensor networks increases, the need for (energy-)efficient and reliable broadcasting algorithms grows. Ideally, a broadcasting algorithm should have the ability to quickly disseminate data, while keeping the number of transmissions low. In this paper we develop a model describing the message count in large-scale wireless sensor networks. We focus our attention on the popular Trickle algorithm, which has been proposed as a suitable communication protocol for code maintenance and propagation in wireless sensor networks. Besides providing a mathematical analysis of the algorithm, we propose a generalized version of Trickle, with an additional parameter defining the length of a listen-only period. This generalization proves to be useful for optimizing the design and usage of the algorithm. For single-cell networks we show how the message count increases with the size of the network and how this depends on the Trickle parameters. Furthermore, we derive distributions of inter-broadcasting times and investigate their asymptotic behavior. Our results prove conjectures made in the literature concerning the effect of a listen-only period. Additionally, we develop an approximation for the expected number of transmissions in multi-cell networks. All results are validated by simulations
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