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    ์™„ํ™”์ž…์ž์œ ์ฒด๋™์—ญํ•™์„ ์œ„ํ•œ GPU ๊ธฐ๋ฐ˜ ์ž…์ž ๋ถ„ํ• /๋ณ‘ํ•ฉ ์•Œ๊ณ ๋ฆฌ์ฆ˜ ๊ฐœ๋ฐœ

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    ํ•™์œ„๋…ผ๋ฌธ(์„์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์—๋„ˆ์ง€์‹œ์Šคํ…œ๊ณตํ•™๋ถ€, 2021.8. ๊น€์ˆ˜์ง„.์ตœ๊ทผ ์›์ž๋ ฅ ์•ˆ์ „ ๊ด€๋ จ ํ˜„์•ˆ๋“ค์€ ์—ด์ˆ˜๋ ฅ ํ˜„์ƒ ๋ฟ๋งŒ์ด ์•„๋‹Œ ํ•ต์—ฐ๋ฃŒ ์šฉ์œต, ๊ตฌ์กฐ, ์žฌ๋ฃŒ, ํ™”ํ•™๋ฐ˜์‘, ๋‹ค์ƒ ์œ ๋™ ๋“ฑ์„ ํฌํ•จํ•˜๋Š” ๋งค์šฐ ๋ณต์žกํ•œ ํ˜„์ƒ๋“ค๋กœ ์ด๋ฃจ์–ด์ง„๋‹ค. ์ „ํ†ต์ ์ธ ์›์ž๋กœ ์•ˆ์ „ ํ•ด์„์€ ์ฃผ๋กœ ์˜ค์ผ๋Ÿฌ๋ฆฌ์•ˆ ๊ฒฉ์ž ๊ธฐ๋ฐ˜์˜ ์ˆ˜์น˜ํ•ด์„ ๋ฐฉ๋ฒ•์— ๊ธฐ๋ฐ˜ํ•˜์ง€๋งŒ, ์ตœ๊ทผ์—๋Š” ์œ ์ฒด ์‹œ์Šคํ…œ์„ ์œ ํ•œ ๊ฐœ์˜ ์œ ์ฒด ์ž…์ž์˜ ์ง‘ํ•ฉ์œผ๋กœ ํ‘œํ˜„ํ•˜๋Š” ๋ผ๊ทธ๋ž‘์ง€์•ˆ ์ž…์ž ๊ธฐ๋ฐ˜ ๋ฐฉ๋ฒ•๋ก  ์—ญ์‹œ ํ™œ๋ฐœํ•˜๊ฒŒ ์—ฐ๊ตฌ๋˜๊ณ  ์žˆ๋‹ค. ๋Œ€ํ‘œ์ ์ธ ๋ผ๊ทธ๋ž‘์ง€์•ˆ ๊ธฐ๋ฐ˜ ํ•ด์„ ๊ธฐ๋ฒ•์ธ ์™„ํ™”์ž…์ž์œ ์ฒด๋™์—ญํ•™(Smoothed Particle Hydrodynamics : SPH)์€ ์ž…์ž๋ฅผ ์ง์ ‘ ์ถ”์ ํ•˜๋Š” ํŠน์„ฑ์œผ๋กœ ์ธํ•ด ์•ž์„œ ์–ธ๊ธ‰ํ•œ ๋ณต์žกํ•œ ๋ฌผ๋ฆฌ ํ˜„์ƒ๋“ค์ด ํฌํ•จํ•˜๋Š” ์ž์œ ํ‘œ๋ฉด์ด๋‚˜ ๋‹ค์ƒ ์œ ๋™ ๋“ฑ์˜ ์œ ๋™์ ์ธ ๊ณ„์‚ฐ ์˜์—ญ์„ ํ•ด์„ํ•˜๋Š” ๋ฐ์— ์šฉ์ดํ•˜๋‹ค. ์ž…์ž ๊ธฐ๋ฐ˜์˜ ์œ ์ฒด ํ•ด์„์—์„œ ๋†’์€ ํ•ด์ƒ๋„๋Š” ์ผ๋ฐ˜์ ์œผ๋กœ ๋†’์€ ์ •ํ™•๋„์˜ ๊ฒฐ๊ณผ๋ฅผ ๋ณด์žฅํ•˜์ง€๋งŒ, ์ด๋Š” ํ•ด์„ ์˜์—ญ ๋‚ด ์ž…์ž ์ˆ˜์˜ ์ฆ๊ฐ€์— ๋”ฐ๋ฅธ ๋†’์€ ๊ณ„์‚ฐ ๋ถ€ํ•˜๋ฅผ ์•ผ๊ธฐํ•œ๋‹ค. ํ˜„์กดํ•˜๋Š” ๋Œ€๋ถ€๋ถ„์˜ ์ž…์ž ๊ธฐ๋ฐ˜ ํ•ด์„ ์ฝ”๋“œ๋Š” ๊ณ„์‚ฐ ์˜์—ญ ์ „์ฒด์—์„œ ๋™์ผํ•œ ํฌ๊ธฐ์˜ ์ž…์ž๋ฅผ ์‚ฌ์šฉํ•˜๋Š” ๋‹จ์ผ ํ•ด์ƒ๋„(Single-resolution) ๋ฐฉ์‹์„ ์ฑ„ํƒํ•˜๊ณ  ์žˆ๋‹ค. ์ด๋Ÿฌํ•œ ๋ฐฉ์‹์€ ๋‚œ๋ฅ˜ ํ•ด์„, ๋น„๋“ฑ/์‘์ถ• ํ•ด์„, ์ถฉ๊ฒฉํŒŒ ํ•ด์„ ๋“ฑ๊ณผ ๊ฐ™์ด ์œ ๋™ ์˜์—ญ์— ๋”ฐ๋ผ ๋‹ค๋ฅธ ์ˆ˜์ค€์˜ ์ž…์ž ํ•ด์ƒ๋„๋ฅผ ์š”๊ตฌํ•˜๋Š” ํ•ด์„์˜ ๊ฒฝ์šฐ ๋ถˆํ•„์š”ํ•œ ๊ณ„์‚ฐ ๋ถ€ํ•˜๊ฐ€ ํ˜•์„ฑ๋˜๊ฑฐ๋‚˜, ์˜คํžˆ๋ ค ๊ณ„์‚ฐ์˜ ์ •ํ™•๋„๋ฅผ ์ €ํ•˜์‹œํ‚ฌ ์ˆ˜ ์žˆ๋‹ค. ๋”ฐ๋ผ์„œ ์ด๋ฅผ ๊ฐœ์„ ํ•˜๊ธฐ ์œ„ํ•ด ๊ณ„์‚ฐ ์˜์—ญ ๋‚ด์—์„œ ๊ตญ๋ถ€์ ์œผ๋กœ ์ž…์ž์˜ ํฌ๊ธฐ๋ฅผ ์กฐ์ ˆํ•  ์ˆ˜ ์žˆ๋Š” ๋‹ค์ค‘ ํ•ด์ƒ๋„(Multi-resolution) ํ•ด์„์˜ ๋„์ž…์ด ํ•„์š”ํ•˜๋‹ค. ์ด์— ๋”ฐ๋ผ ๋ณธ ์—ฐ๊ตฌ์—์„œ๋Š” SPH ๊ธฐ๋ฒ•์„ ๊ธฐ๋ฐ˜์œผ๋กœ ํ•œ ์ž…์ž ๋ถ„ํ• /๋ณ‘ํ•ฉ ๋ฐฉ๋ฒ•๋ก (Adaptive Particle Refinement : APR)์„ ๊ฐœ๋ฐœํ•˜๊ณ , ๋ชจ๋ธ์˜ ๊ฐ€์†ํ™”๋ฅผ ์œ„ํ•ด ์ด๋ฅผ GPU ๋ณ‘๋ ฌ ๊ณ„์‚ฐ์— ์ ํ•ฉํ•œ ํ˜•ํƒœ๋กœ ๊ตฌํ˜„ํ•˜์˜€๋‹ค. APR ๋ฐฉ๋ฒ•๋ก ์˜ ๊ธฐ๋ณธ ๊ฐœ๋…์€ ๊ณ„์‚ฐ ์ค‘ ํŠน์ • ์กฐ๊ฑด์—์„œ ์ž…์ž๋ฅผ ๋ถ„ํ• ํ•˜๊ฑฐ๋‚˜ ๋ณ‘ํ•ฉํ•จ์œผ๋กœ์จ, ๊ณ„์‚ฐ ์˜์—ญ ๋‚ด์˜ ๊ตญ๋ถ€์ ์ธ ์˜์—ญ์—์„œ ์„œ๋กœ ๋‹ค๋ฅธ ํ•ด์ƒ๋„๋กœ ํ•ด์„์„ ์ˆ˜ํ–‰ํ•˜๋Š” ๊ฒƒ์ด๋‹ค. ์ž…์ž๋Š” ํŠน์ • ์กฐ๊ฑด(์ž…์ž์˜ ์œ„์น˜, ๋ถ€ํ”ผ, ์†๋„ ๊ตฌ๋ฐฐ ๋“ฑ)์—์„œ ์—ฌ๋Ÿฌ ๊ฐœ๋กœ ๋ถ„ํ• ๋˜๊ฑฐ๋‚˜, ๋˜๋Š” ์—ฌ๋Ÿฌ ๊ฐœ์˜ ์ž…์ž๊ฐ€ ๋” ์ ์€ ์ˆ˜์˜ ์ž…์ž๋กœ ๋ณ‘ํ•ฉ๋˜๋Š” ๊ณผ์ •์„ ํ†ตํ•ด ๊ณ„์‚ฐ ๋‚ด์—์„œ ๋‹ค์–‘ํ•œ ์ž…์ž ํ•ด์ƒ๋„๋ฅผ ๊ตฌํ˜„ํ•  ์ˆ˜ ์žˆ๋‹ค. ํ•˜์ง€๋งŒ ๊ธฐ์กด ์—ฐ๊ตฌ์—์„œ ์‚ฌ์šฉ๋œ ๋ฐฉ์‹๋“ค์€ ์ž…์ž๋ฅผ ๋ณ‘ํ•ฉํ•˜๋Š” ๊ณผ์ •์—์„œ ๋ณ‘ํ•ฉ ์ž…์ž์˜ ์†๋„๊ฐ€ ๊ธฐ์กด ์ž…์ž๋“ค์˜ ์šด๋™๋Ÿ‰ ๋ณด์กด์‹๋งŒ์œผ๋กœ ๊ฒฐ์ •ํ•œ๋‹ค. ์ด๋Ÿฌํ•œ ๋ฐฉ์‹์€ ์งˆ๋Ÿ‰๊ณผ ์šด๋™๋Ÿ‰์„ ์ž˜ ๋ณด์กดํ•˜์ง€๋งŒ ์ž…์ž์˜ ์šด๋™ ์—๋„ˆ์ง€๋ฅผ ๋ณด์กดํ•˜์ง€ ๋ชปํ•˜๊ธฐ ๋•Œ๋ฌธ์—, ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์šด๋™ ์—๋„ˆ์ง€ ๋ณด์กด์„ ์œ„ํ•œ ์ƒˆ๋กœ์šด ๋ณ‘ํ•ฉ ๋ชจ๋ธ์ด ์ œ์‹œ๋˜์—ˆ๋‹ค. ๋˜ํ•œ, APR ๊ณผ์ •์—์„œ ์ž…์ž์˜ ์™„ํ™” ๊ฑฐ๋ฆฌ(Smoothing length)๋ฅผ ๋ณ€ํ™”์‹œํ‚ค๋Š” ๊ฒฝ์šฐ, ์„œ๋กœ ๋‹ค๋ฅธ ํฌ๊ธฐ์˜ ์ž…์ž๊ฐ€ ์ƒํ˜ธ์ž‘์šฉํ•˜๋Š” ํ•ด์ƒ๋„์˜ ๊ฒฝ๊ณ„์—์„œ ๊ณ„์‚ฐ์˜ ์ •ํ™•๋„๋ฅผ ๋–จ์–ดํŠธ๋ฆด ์ˆ˜ ์žˆ๋‹ค. ์ด๋ฅผ ๊ฐœ์„ ํ•˜๊ธฐ ์œ„ํ•œ ์—ฐ์†์  ์™„ํ™” ๊ฑฐ๋ฆฌ ๋ณ€ํ™” ๋ชจ๋ธ ์—ญ์‹œ ์ œ์•ˆ๋˜์—ˆ๋‹ค. GPU ๋ณ‘๋ ฌ ๊ณ„์‚ฐ์˜ ํŠน์„ฑ์ƒ, ํ•˜๋‚˜์˜ ๋ฉ”๋ชจ๋ฆฌ์— ์—ฌ๋Ÿฌ ์Šค๋ ˆ๋“œ๊ฐ€ ๋™์‹œ์— ์ ‘๊ทผํ•˜์—ฌ ์—ฐ์‚ฐ์„ ์ˆ˜ํ–‰ํ•  ๊ฒฝ์šฐ ์Šค๋ ˆ๋“œ ๊ฐ„ ์—ฐ์‚ฐ์˜ ์ˆœ์„œ๊ฐ€ ๊ผฌ์—ฌ ๊ธฐ๋Œ€ํ•˜๋˜ ๊ฒƒ๊ณผ ๋‹ค๋ฅธ ๊ฒฐ๊ณผ๋ฅผ ๋„์ถœํ•˜๋Š” ๊ฒฝ์Ÿ ์กฐ๊ฑด์ด ๋ฐœ์ƒํ•  ์ˆ˜ ์žˆ๋‹ค. APR ๋ฐฉ๋ฒ•๋ก ์„ ๋ณ‘๋ ฌํ™” ํ•  ๊ฒฝ์šฐ ์ƒˆ๋กญ๊ฒŒ ์ƒ์„ฑ๋˜๋Š” ์ž…์ž๋“ค์„ ์ €์žฅํ•˜๋Š” ๊ณผ์ •์—์„œ ์ด๋Ÿฌํ•œ ๊ฒฝ์Ÿ ์กฐ๊ฑด์ด ๋ฐœ์ƒํ•˜์—ฌ ์ƒ์„ฑ ์ž…์ž์˜ ๋ฉ”๋ชจ๋ฆฌ ์ฃผ์†Œ๊ฐ€ ์ถฉ๋Œํ•˜๋Š” ํ˜„์ƒ์ด ๋ฐœ์ƒํ•œ๋‹ค. ์ด๋ฅผ ํ•ด๊ฒฐํ•˜๊ธฐ ์œ„ํ•ด CUDA C ์–ธ์–ด๊ฐ€ ์ œ๊ณตํ•˜๋Š” ์›์ž ์—ฐ์‚ฐ์„ ์ด์šฉํ•˜์—ฌ ์Šค๋ ˆ๋“œ ๊ฐ„ ๊ณ„์‚ฐ์˜ ๊ฐ„์„ญ์„ ๋ฐฉ์ง€ํ•  ์ˆ˜ ์žˆ๋Š” ์ž ๊ธˆ ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ๊ตฌํ˜„ํ•˜์˜€๊ณ , ๊ณผ๋„ํ•œ ์ง๋ ฌํ™”๋กœ ์ธํ•œ ๊ณ„์‚ฐ ์†๋„ ์ €ํ•˜๋ฅผ ๋ฐฉ์ง€ํ•˜๊ธฐ ์œ„ํ•ด ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ตœ์ ํ™”ํ•˜์˜€๋‹ค. ์ ์šฉ๋œ APR ๋ฐฉ๋ฒ•๋ก ์„ ๊ฒ€์ฆํ•˜๊ณ  ์„ฑ๋Šฅ์„ ํ‰๊ฐ€ํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค์–‘ํ•œ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์— ๋Œ€ํ•œ ๊ฒ€์ฆ ํ•ด์„์ด ์ˆ˜ํ–‰๋˜์—ˆ๋‹ค. ์ •์ˆ˜์•• ํ˜•์„ฑ, ๊ด€๋‚ด ์œ ๋™, ๋Œ ๋ถ•๊ดด, ๊ทธ๋ฆฌ๊ณ  ์นผ๋งŒ ์™€๋ฅ˜์— ๋Œ€ํ•œ ํ•ด์„์„ ํ†ตํ•ด ๊ฐœ๋ฐœ๋œ APR ๋ชจ๋ธ์ด ์•ˆ์ •์ ์œผ๋กœ ๋‹ค์ค‘ ํ•ด์ƒ๋„๋ฅผ ๊ตฌํ˜„ํ•  ์ˆ˜ ์žˆ์Œ์„ ํ™•์ธํ•˜์˜€๊ณ , ๋†’์€ ์ •ํ™•๋„์™€ ๊ณ„์‚ฐ ํšจ์œจ์„ ๋ณด์ด๋Š” ๊ฒƒ์„ ํ™•์ธํ•˜์˜€๋‹ค. ๋˜ํ•œ ์ œํŠธ ํŒŒ์‡„ ํ•ด์„๊ณผ ๊ณต๊ธฐ ๋ฐฉ์šธ ์ƒ์Šน ํ•ด์„์„ ํ†ตํ•ด ๋‹ค์œ ์ฒด, ๋‹ค์ƒ ์œ ๋™์—์˜ ์ ์šฉ์„ ์ˆ˜ํ–‰ํ•˜์˜€๊ณ , ์‹คํ—˜ ๋ฐ์ดํ„ฐ์™€์˜ ์ •๋žต์ ์œผ๋กœ ๋น„๊ตํ•˜์˜€๋‹ค. ๋ถ„์„ ๊ฒฐ๊ณผ, ์‹œ๋ฎฌ๋ ˆ์ด์…˜์ด ์‹ค์ œ ํ˜„์ƒ์„ ์ž˜ ๋ชจ์‚ฌํ•จ์ด ํ™•์ธ๋˜์—ˆ์œผ๋ฉฐ, ์ž…์ž ์ˆ˜ ์กฐ์ ˆ์„ ํ†ตํ•ด ๊ณ„์‚ฐ ํšจ์œจ์ด ํฌ๊ฒŒ ํ–ฅ์ƒ๋˜์—ˆ๋‹ค. ๋ณธ ์—ฐ๊ตฌ์—์„œ๋Š” SPH ๋ฐฉ๋ฒ•๋ก ์„ ๊ธฐ๋ฐ˜์œผ๋กœ ํ•œ ์ž…์ž ๋ถ„ํ• /๋ณ‘ํ•ฉ ๋ชจ๋ธ์„ ๊ฐœ๋ฐœํ•˜๊ณ  GPU๋ฅผ ์ด์šฉํ•˜์—ฌ ์ตœ์ ํ™”ํ•จ์œผ๋กœ์จ, SPH ๋ฐฉ๋ฒ•๋ก  ๋‚ด์— ๋‹ค์ค‘ ํ•ด์ƒ๋„ ํ•ด์„ ์ฒด๊ณ„๋ฅผ ๊ตฌ์ถ•ํ•˜์˜€๋‹ค. ์ด๋Š” ๊ธฐ์กด ๋‹จ์ผ ํ•ด์ƒ๋„์˜ ์ž…์ž ๊ธฐ๋ฐ˜ ํ•ด์„ ์ฒด๊ณ„๊ฐ€ ํ•„์—ฐ์ ์œผ๋กœ ๊ฐ€์ง€๊ณ  ์žˆ์—ˆ๋˜ ํ•ด์ƒ๋„ ์ฆ๊ฐ€์— ๋”ฐ๋ฅธ ๊ณผ๋„ํ•œ ๊ณ„์‚ฐ ๋ถ€ํ•˜ ๋ฌธ์ œ์— ๋Œ€ํ•œ ํ•ด๊ฒฐ์ฑ…์„ ์ œ์‹œํ•  ์ˆ˜ ์žˆ๋‹ค๋Š” ์ ์—์„œ ์˜์˜๋ฅผ ๊ฐ€์ง€๋ฉฐ, ์›์ž๋กœ ์ค‘๋Œ€ ์‚ฌ๊ณ  ํ•ด์„๊ณผ ๊ฐ™์ด ํ˜„์ƒ ๋‚ด์—์„œ ์—ฌ๋Ÿฌ ์ž…์ž ํ•ด์ƒ๋„๋ฅผ ์š”๊ตฌํ•˜๋Š” ๋ณต์žกํ•œ ์œ ๋™์— ๋Œ€ํ•œ ํ•ด์„์— ๊ธฐ์—ฌํ•  ์ˆ˜ ์žˆ์„ ๊ฒƒ์œผ๋กœ ์˜ˆ์ƒ๋œ๋‹ค.Recent nuclear safety issues are not only limited to thermal-hydraulics, but consist of complex phenomena including fuel melt, materials, chemical reactions, and multi-phase flow. The traditional reactor safety analysis is mainly based on Computational Fluid Dynamics(CFD) with Eulerian grid-based methods. But recently, Lagrangian particle-based methods are also being actively studied, due to their well-known advantages in handling free surface, interfacial flow, and large deformation. Smoothed Particle Hydrodynamics (SPH) is one of the representative Lagrangian-based methods in which the fluid system is represented as the finite number of particles. In particle-based CFD, high resolution generally guarantees high-accuracy results, but it causes a high computational load as the number of particles in the domain increases. Most existing particle-based analysis codes adopt a single-resolution method using particles of the same size in the entire computational domain. However, in the case that requires different levels of particle resolution depending on the flow region, such as turbulence, boiling/condensation, and shock wave analysis, this method may create unnecessary computational load or reduce the computational accuracy. Therefore, in order to improve this, it is necessary to introduce a multi-resolution analysis that can control the size of particles locally within the computational domain. Accordingly, in this study, an adaptive particle refinement (APR) method was developed and implemented in SPH, in a form suitable for GPU parallel computation to accelerate the model. The basic concept of the APR methodology is to use different resolutions in localized regions within the computational domain by splitting or merging particles under specific conditions during simulation. Multiple particle resolutions can be implemented by splitting or merging the SPH particles under certain conditions (position, volume, velocity gradient, etc.). However, in the methods used in previous studies, the velocity of the merged particle is determined only by the momentum conservation equation in the process of merging. Since this method conserves mass and momentum well but does not conserve the kinetic energy of particles, a new merging model for kinetic energy conservation is proposed in this study. In addition, when the smoothing length of particles is changed during the APR process, the accuracy of calculation may be reduced at the interface of the resolution where particles of different sizes interact. A continuous smoothing length change model to improve this was also proposed. Due to the nature of GPU parallel computation, when multiple threads simultaneously access and perform operations on the same memory, the order of operations between threads is twisted, resulting in a race condition that yields different results than expected. When the APR methodology is parallelized, such condition occurs in the process of storing newly generated particles, resulting in a collision of memory addresses of generated particles. To solve this problem, a locking algorithm that can prevent inter-thread computational interference was implemented using the atomic operation provided by the CUDA C language, and the algorithm was optimized to prevent computational speed degradation due to excessive serialization. Model validation and performance evaluation were performed with the applied APR model. From the analysis results of hydrostatic pressure formation, pipe flow, dam collapse, and Karman vortex, it was confirmed that the APR model developed can stably implement multi-resolution, and showed high accuracy and computational efficiency. In addition, application to multi-fluid and multi-phase flow was performed through jet break up and air bubble rising simulation, and quantitatively compared with experimental data. As a result, it was confirmed that the model well simulates the real phenomena, and the computational efficiency was greatly improved by controlling the number of particles. In this study, a multi-resolution analysis system was constructed within the SPH methodology by developing a particle refinement model and optimizing it using a GPU. This is significant in that it can provide a solution to the problem of excessive computational load due to the increase in resolution that the existing single-resolution particle-based analysis system inevitably had. It is expected to contribute to the analysis of complex flows that require multiple particle resolutions within the phenomenon, such as severe accidents in a nuclear reactor.Chapter 1 Introduction 1 1.1 Background and Motivation 1 1.2 Previous Studies 2 1.3 Objectives 4 Chapter 2 Smoothed Particle Hydrodynamics 6 2.1 Smoothed Particle Hydrodynamics (SPH) 6 2.1.1 SPH Particle Approximation 6 2.1.2 Smoothing Kernel Function 8 2.1.3 SPH approximation of derivatives 9 2.2 SPH governing equations 10 2.2.1 Mass conservation 11 2.2.2 Momentum conservation 12 2.2.3 Equation of State 13 2.2.4 Surface tension 13 2.3 SPH Algorithm 14 Chapter 3 Adaptive Particle Refinement 22 3.1 Adaptive Particle Refinement (APR) 22 3.1.1 Basic concept of APR 22 3.1.2 APR methodologies 23 3.1.3 Kinetic Energy Conservation 25 3.1.4 Error Analysis 27 3.1.5 Variable smoothing length 28 3.2 GPU-Parallelization 30 3.2.1 GPU-based SPH Algorithm 30 3.2.2 APR data management 30 3.2.3 Race Condition and Atomic 31 3.2.4 GPU-based APR Algorithm 33 Chapter 4 Results & Discussions 51 4.1 Benchmark Simulation 51 4.1.1 Hydrostatic Pressure 51 4.1.2 Pipe Flow 52 4.1.3 Dam Break 53 4.1.4 Karman Vortex 54 4.2 Application 55 4.2.1 Jet Break-up 55 4.2.2 Single Bubble Rising 57 Chapter 5 Conclusion 81 5.1 Summary 81 5.2 Recommendations 82 Nomenclature 84 References 86 ๊ตญ๋ฌธ ์ดˆ๋ก 91์„

    The Astrophysical Multipurpose Software Environment

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    We present the open source Astrophysical Multi-purpose Software Environment (AMUSE, www.amusecode.org), a component library for performing astrophysical simulations involving different physical domains and scales. It couples existing codes within a Python framework based on a communication layer using MPI. The interfaces are standardized for each domain and their implementation based on MPI guarantees that the whole framework is well-suited for distributed computation. It includes facilities for unit handling and data storage. Currently it includes codes for gravitational dynamics, stellar evolution, hydrodynamics and radiative transfer. Within each domain the interfaces to the codes are as similar as possible. We describe the design and implementation of AMUSE, as well as the main components and community codes currently supported and we discuss the code interactions facilitated by the framework. Additionally, we demonstrate how AMUSE can be used to resolve complex astrophysical problems by presenting example applications.Comment: 23 pages, 25 figures, accepted for A&

    A GPU-accelerated package for simulation of flow in nanoporous source rocks with many-body dissipative particle dynamics

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    Mesoscopic simulations of hydrocarbon flow in source shales are challenging, in part due to the heterogeneous shale pores with sizes ranging from a few nanometers to a few micrometers. Additionally, the sub-continuum fluid-fluid and fluid-solid interactions in nano- to micro-scale shale pores, which are physically and chemically sophisticated, must be captured. To address those challenges, we present a GPU-accelerated package for simulation of flow in nano- to micro-pore networks with a many-body dissipative particle dynamics (mDPD) mesoscale model. Based on a fully distributed parallel paradigm, the code offloads all intensive workloads on GPUs. Other advancements, such as smart particle packing and no-slip boundary condition in complex pore geometries, are also implemented for the construction and the simulation of the realistic shale pores from 3D nanometer-resolution stack images. Our code is validated for accuracy and compared against the CPU counterpart for speedup. In our benchmark tests, the code delivers nearly perfect strong scaling and weak scaling (with up to 512 million particles) on up to 512 K20X GPUs on Oak Ridge National Laboratory's (ORNL) Titan supercomputer. Moreover, a single-GPU benchmark on ORNL's SummitDev and IBM's AC922 suggests that the host-to-device NVLink can boost performance over PCIe by a remarkable 40\%. Lastly, we demonstrate, through a flow simulation in realistic shale pores, that the CPU counterpart requires 840 Power9 cores to rival the performance delivered by our package with four V100 GPUs on ORNL's Summit architecture. This simulation package enables quick-turnaround and high-throughput mesoscopic numerical simulations for investigating complex flow phenomena in nano- to micro-porous rocks with realistic pore geometries

    Flood modelling with hydraTE: 2+1-dimensional smoothed-particle hydrodynamics

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    We present HydraTE, our own implementation of the smoothed-particle hydrodynamics technique for shallow water that uses the adaptive size of the smoothing kernel as a proxy for the local water depth. We derive the equa- tions of motion for this approach from the Lagrangian before demonstrating that we can model the depth of water in a trough, implement vertical walls, recover the correct acceleration and terminal velocity for water flowing down a slope and obtain a stable hydraulic jump with the correct jump condition. We demonstrate that HydraTE performs well on two of the UK Environ- ment Agency flood modelling benchmark tests. Benchmark EA3 involves flow down an incline into a double dip depression and studies the amount of water that reaches the second dip. Our results are in agreement with those of the other codes that have attempted this test. Benchmark EA6 is a dam break into a horizontal channel containing a building. HydraTE again pro- duces results that are in good agreement with the other methods and the experimetal validation data except where the vertical velocity structure of the flow is expected to be multi-valued, such as the hydralic jump where the precise location is not recovered even though the pre- and post- jump water heights are. We conclude that HydraTE is suitable for a wide range of flood modelling problems as it preforms at least as well as the best available commercial alternatives for the problems we have tested

    Mesh-free hydrodynamics in PKDGRAV3 for galaxy formation simulations

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    We extend the state-of-the-art N-body code PKDGRAV3 with the inclusion of mesh-free gas hydrodynamics for cosmological simulations. Two new hydrodynamic solvers have been implemented, the mesh-less finite volume and mesh-less finite mass methods. The solvers manifestly conserve mass, momentum and energy, and have been validated with a wide range of standard test simulations, including cosmological simulations. We also describe improvements to PKDGRAV3 that have been implemented for performing hydrodynamic simulations. These changes have been made with efficiency and modularity in mind, and provide a solid base for the implementation of the required modules for galaxy formation and evolution physics and future porting to GPUs. The code is released in a public repository, together with the documentation and all the test simulations presented in this work.Comment: 18 pages, 14 figures; accepted for publication in MNRA

    Ray-traced radiative transfer on massively threaded architectures

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    In this thesis, I apply techniques from the field of computer graphics to ray tracing in astrophysical simulations, and introduce the grace software library. This is combined with an extant radiative transfer solver to produce a new package, taranis. It allows for fully-parallel particle updates via per-particle accumulation of rates, followed by a forward Euler integration step, and is manifestly photon-conserving. To my knowledge, taranis is the first ray-traced radiative transfer code to run on graphics processing units and target cosmological-scale smooth particle hydrodynamics (SPH) datasets. A significant optimization effort is undertaken in developing grace. Contrary to typical results in computer graphics, it is found that the bounding volume hierarchies (BVHs) used to accelerate the ray tracing procedure need not be of high quality; as a result, extremely fast BVH construction times are possible (< 0.02 microseconds per particle in an SPH dataset). I show that this exceeds the performance researchers might expect from CPU codes by at least an order of magnitude, and compares favourably to a state-of-the-art ray tracing solution. Similar results are found for the ray-tracing itself, where again techniques from computer graphics are examined for effectiveness with SPH datasets, and new optimizations proposed. For high per-source ray counts (โ‰ณ 104), grace can reduce ray tracing run times by up to two orders of magnitude compared to extant CPU solutions developed within the astrophysics community, and by a factor of a few compared to a state-of-the-art solution. taranis is shown to produce expected results in a suite of de facto cosmological radiative transfer tests cases. For some cases, it currently out-performs a serial, CPU-based alternative by a factor of a few. Unfortunately, for the most realistic test its performance is extremely poor, making the current taranis code unsuitable for cosmological radiative transfer. The primary reason for this failing is found to be a small minority of particles which always dominate the timestep criteria. Several plausible routes to mitigate this problem, while retaining parallelism, are put forward

    AN ADAPTIVE SAMPLING APPROACH TO INCOMPRESSIBLE PARTICLE-BASED FLUID

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    I propose a particle-based technique for simulating incompressible uid that includes adaptive re nement of particle sampling. Each particle represents a mass of uid in its local region. Particles are split into several particles for ner sampling in regions of complex ow. In regions of smooth ow, neghboring particles can be merged. Depth below the surface and Reynolds number are exploited as our criteria for determining whether splitting or merging should take place. For the uid dynamics calculations, I use the hybrid FLIP method, which is computationally simple and e cient. Since the uid is incompressible, each particle has a volume proportional to its mass. A kernel function, whose e ective range is based on this volume, is used for transferring and updating the particle's physical properties such as mass and velocity. In addition, the particle sampling technique is extended to a fully adaptive approach, supporting adaptive splitting and merging of uid particles and adaptive spatial sampling for the reconstruction of the velocity and pressure elds. Particle splitting allows a detailed sampling of uid momentum in regions of complex ow. Particle merging, in regions of smooth ow, reduces memory and computational overhead. An octree structure is used to compute inter-particle interactions and to compute the pressure eld. The octree supporting eld-based calculations is adapted to provide a ne spatial reconstruction where particles are small and a coarse reconstruction where particles are large. This scheme places computational resources where they are most needed, to handle both ow and surface complexity. Thus, incompressibility can be enforced even in very small, but highly turbulent areas. Simultaneously, the level of detail is very high in these areas, allowing the direct support of tiny splashes and small-scale surface tension e ects. This produces a nely detailed and realistic representation of surface motion
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