2,129 research outputs found

    Data-driven Flood Emulation: Speeding up Urban Flood Predictions by Deep Convolutional Neural Networks

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    Computational complexity has been the bottleneck of applying physically-based simulations on large urban areas with high spatial resolution for efficient and systematic flooding analyses and risk assessments. To address this issue of long computational time, this paper proposes that the prediction of maximum water depth rasters can be considered as an image-to-image translation problem where the results are generated from input elevation rasters using the information learned from data rather than by conducting simulations, which can significantly accelerate the prediction process. The proposed approach was implemented by a deep convolutional neural network trained on flood simulation data of 18 designed hyetographs on three selected catchments. Multiple tests with both designed and real rainfall events were performed and the results show that the flood predictions by neural network uses only 0.5 % of time comparing with physically-based approaches, with promising accuracy and ability of generalizations. The proposed neural network can also potentially be applied to different but relevant problems including flood predictions for urban layout planning

    An accelerated tool for flood modelling based on Iber

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    Este artigo inclúese no número especial "Selected Papers from the 1st International Electronic Conference on the Hydrological Cycle (ChyCle-2017)"[Abstract:] This paper presents Iber+, a new parallel code based on the numerical model Iber for two-dimensional (2D) flood inundation modelling. The new implementation, which is coded in C++ and takes advantage of the parallelization functionalities both on CPUs (central processing units) and GPUs (graphics processing units), was validated using different benchmark cases and compared, in terms of numerical output and computational efficiency, with other well-known hydraulic software packages. Depending on the complexity of the specific test case, the new parallel implementation can achieve speedups up to two orders of magnitude when compared with the standard version. The speedup is especially remarkable for the GPU parallelization that uses Nvidia CUDA (compute unified device architecture). The efficiency is as good as the one provided by some of the most popular hydraulic models. We also present the application of Iber+ to model an extreme flash flood that took place in the Spanish Pyrenees in October 2012. The new implementation was used to simulate 24 h of real time in roughly eight minutes of computing time, while the standard version needed more than 15 h. This huge improvement in computational efficiency opens up the possibility of using the code for real-time forecasting of flood events in early-warning systems, in order to help decision making under hazardous events that need a fast intervention to deploy countermeasures.Water JPI—WaterWorks Programme, project Improving Drought and Flood Early Warning, Forecasting and Mitigation, IMDROFLOOD; PCIN-2015-243European Commission; project RISC_ML 034_RISC_ML_6_EXunta de Galicia; ED431C 2017/64-GRCXunta de Galicia; ED481A-2017/314Xunta de Galicia; ED481B-2018/020European Commission; IMDROFLOOD PCIN-2015-24

    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

    Fast Hydraulic Erosion Simulation and Visualization on GPU

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    International audienceNatural mountains and valleys are gradually eroded by rainfall and river flows. Physically-based modeling of this complex phenomenon is a major concern in producing realistic synthesized terrains. However, despite some recent improvements, existing algorithms are still computationally expensive, leading to a time-consuming process fairly impractical for terrain designers and 3D artists. In this paper, we present a new method to model the hydraulic erosion phenomenon which runs at interactive rates on today's computers. The method is based on the velocity field of the running water, which is created with an efficient shallow-water fluid model. The velocity field is used to calculate the erosion and deposition process, and the sediment transportation process. The method has been carefully designed to be implemented totally on GPU, and thus takes full advantage of the parallelism of current graphics hardware. Results from experiments demonstrate that our method is effective and efficient. It can create realistic erosion effects by rainfall and river flows, and produce fast simulation results for terrains with large sizes

    libcloudph++ 0.2: single-moment bulk, double-moment bulk, and particle-based warm-rain microphysics library in C++

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    This paper introduces a library of algorithms for representing cloud microphysics in numerical models. The library is written in C++, hence the name libcloudph++. In the current release, the library covers three warm-rain schemes: the single- and double-moment bulk schemes, and the particle-based scheme with Monte-Carlo coalescence. The three schemes are intended for modelling frameworks of different dimensionality and complexity ranging from parcel models to multi-dimensional cloud-resolving (e.g. large-eddy) simulations. A two-dimensional prescribed-flow framework is used in example simulations presented in the paper with the aim of highlighting the library features. The libcloudph++ and all its mandatory dependencies are free and open-source software. The Boost.units library is used for zero-overhead dimensional analysis of the code at compile time. The particle-based scheme is implemented using the Thrust library that allows to leverage the power of graphics processing units (GPU), retaining the possibility to compile the unchanged code for execution on single or multiple standard processors (CPUs). The paper includes complete description of the programming interface (API) of the library and a performance analysis including comparison of GPU and CPU setups.Comment: The library description has been updated to the new library API (i.e. v0.1 -> v0.2 update). The key difference is that the model state variables are now mixing ratios as opposed to densities. The particle-based scheme was supplemented with the "particle recycling" process. Numerous editorial corrections were mad
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