4,397 research outputs found
Variational Matrix Product Operators for the Steady State of Dissipative Quantum Systems
We present a new variational method, based on the matrix product operator
(MPO) ansatz, for finding the steady state of dissipative quantum chains
governed by master equations of the Lindblad form. Instead of requiring an
accurate representation of the system evolution until the stationary state is
attained, the algorithm directly targets the final state, thus allowing for a
faster convergence when the steady state is a MPO with small bond dimension.
Our numerical simulations for several dissipative spin models over a wide range
of parameters illustrate the performance of the method and show that indeed the
stationary state is often well described by a MPO of very moderate dimensions.Comment: Accepted versio
A fast recursive coordinate bisection tree for neighbour search and gravity
We introduce our new binary tree code for neighbour search and gravitational
force calculations in an N-particle system. The tree is built in a "top-down"
fashion by "recursive coordinate bisection" where on each tree level we split
the longest side of a cell through its centre of mass. This procedure continues
until the average number of particles in the lowest tree level has dropped
below a prescribed value. To calculate the forces on the particles in each
lowest-level cell we split the gravitational interaction into a near- and a
far-field. Since our main intended applications are SPH simulations, we
calculate the near-field by a direct, kernel-smoothed summation, while the far
field is evaluated via a Cartesian Taylor expansion up to quadrupole order.
Instead of applying the far-field approach for each particle separately, we use
another Taylor expansion around the centre of mass of each lowest-level cell to
determine the forces at the particle positions. Due to this "cell-cell
interaction" the code performance is close to O(N) where N is the number of
used particles. We describe in detail various technicalities that ensure a low
memory footprint and an efficient cache use.
In a set of benchmark tests we scrutinize our new tree and compare it to the
"Press tree" that we have previously made ample use of. At a slightly higher
force accuracy than the Press tree, our tree turns out to be substantially
faster and increasingly more so for larger particle numbers. For four million
particles our tree build is faster by a factor of 25 and the time for neighbour
search and gravity is reduced by more than a factor of 6. In single processor
tests with up to 10^8 particles we confirm experimentally that the scaling
behaviour is close to O(N). The current Fortran 90 code version is
OpenMP-parallel and scales excellently with the processor number (=24) of our
test machine.Comment: 12 pages, 16 figures, 1 table, accepted for publication in MNRAS on
July 28, 201
Error-Bounded and Feature Preserving Surface Remeshing with Minimal Angle Improvement
The typical goal of surface remeshing consists in finding a mesh that is (1)
geometrically faithful to the original geometry, (2) as coarse as possible to
obtain a low-complexity representation and (3) free of bad elements that would
hamper the desired application. In this paper, we design an algorithm to
address all three optimization goals simultaneously. The user specifies desired
bounds on approximation error {\delta}, minimal interior angle {\theta} and
maximum mesh complexity N (number of vertices). Since such a desired mesh might
not even exist, our optimization framework treats only the approximation error
bound {\delta} as a hard constraint and the other two criteria as optimization
goals. More specifically, we iteratively perform carefully prioritized local
operators, whenever they do not violate the approximation error bound and
improve the mesh otherwise. In this way our optimization framework greedily
searches for the coarsest mesh with minimal interior angle above {\theta} and
approximation error bounded by {\delta}. Fast runtime is enabled by a local
approximation error estimation, while implicit feature preservation is obtained
by specifically designed vertex relocation operators. Experiments show that our
approach delivers high-quality meshes with implicitly preserved features and
better balances between geometric fidelity, mesh complexity and element quality
than the state-of-the-art.Comment: 14 pages, 20 figures. Submitted to IEEE Transactions on Visualization
and Computer Graphic
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