5,225 research outputs found

    Efficient Algorithm on a Non-staggered Mesh for Simulating Rayleigh-Benard Convection in a Box

    Full text link
    An efficient semi-implicit second-order-accurate finite-difference method is described for studying incompressible Rayleigh-Benard convection in a box, with sidewalls that are periodic, thermally insulated, or thermally conducting. Operator-splitting and a projection method reduce the algorithm at each time step to the solution of four Helmholtz equations and one Poisson equation, and these are are solved by fast direct methods. The method is numerically stable even though all field values are placed on a single non-staggered mesh commensurate with the boundaries. The efficiency and accuracy of the method are characterized for several representative convection problems.Comment: REVTeX, 30 pages, 5 figure

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

    Full text link
    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

    "Mariage des Maillages": A new numerical approach for 3D relativistic core collapse simulations

    Full text link
    We present a new 3D general relativistic hydrodynamics code for simulations of stellar core collapse to a neutron star, as well as pulsations and instabilities of rotating relativistic stars. It uses spectral methods for solving the metric equations, assuming the conformal flatness approximation for the three-metric. The matter equations are solved by high-resolution shock-capturing schemes. We demonstrate that the combination of a finite difference grid and a spectral grid can be successfully accomplished. This "Mariage des Maillages" (French for grid wedding) approach results in high accuracy of the metric solver and allows for fully 3D applications using computationally affordable resources, and ensures long term numerical stability of the evolution. We compare our new approach to two other, finite difference based, methods to solve the metric equations. A variety of tests in 2D and 3D is presented, involving highly perturbed neutron star spacetimes and (axisymmetric) stellar core collapse, demonstrating the ability to handle spacetimes with and without symmetries in strong gravity. These tests are also employed to assess gravitational waveform extraction, which is based on the quadrupole formula.Comment: 29 pages, 16 figures; added more information about convergence tests and grid setu
    corecore