19,409 research outputs found
Real-time lattice boltzmann shallow waters method for breaking wave simulations
We present a new approach for the simulation of surfacebased fluids based in a hybrid formulation of Lattice Boltzmann Method for Shallow Waters and particle systems. The modified LBM can handle arbitrary underlying terrain conditions and arbitrary fluid depth. It also introduces a novel method for tracking dry-wet regions and moving boundaries. Dynamic rigid bodies are also included in our simulations using a two-way coupling. Certain features of the simulation that the LBM can not handle because of its heightfield nature, as breaking waves, are detected and automatically turned into splash particles. Here we use a ballistic particle system, but our hybrid method can handle more complex systems as SPH. Both the LBM and particle systems are implemented in CUDA, although dynamic rigid bodies are simulated in CPU. We show the effectiveness of our method with various examples which achieve real-time on consumer-level hardware.Peer ReviewedPostprint (author's final draft
QYMSYM: A GPU-Accelerated Hybrid Symplectic Integrator That Permits Close Encounters
We describe a parallel hybrid symplectic integrator for planetary system
integration that runs on a graphics processing unit (GPU). The integrator
identifies close approaches between particles and switches from symplectic to
Hermite algorithms for particles that require higher resolution integrations.
The integrator is approximately as accurate as other hybrid symplectic
integrators but is GPU accelerated.Comment: 17 pages, 2 figure
Smoke and Shadows: Rendering and Light Interaction of Smoke in Real-Time Rendered Virtual Environments
Realism in computer graphics depends upon digitally representing what we see in the world with careful attention to detail, which usually requires a high degree of complexity in modelling the scene. The inevitable trade-off between realism and performance means that new techniques that aim to improve the visual fidelity of a scene must do so without compromising the real-time rendering performance. We describe and discuss a simple method for realistically casting shadows from an opaque solid object through a GPU (graphics processing unit) based particle system representing natural phenomena, such as smoke
ASCR/HEP Exascale Requirements Review Report
This draft report summarizes and details the findings, results, and
recommendations derived from the ASCR/HEP Exascale Requirements Review meeting
held in June, 2015. The main conclusions are as follows. 1) Larger, more
capable computing and data facilities are needed to support HEP science goals
in all three frontiers: Energy, Intensity, and Cosmic. The expected scale of
the demand at the 2025 timescale is at least two orders of magnitude -- and in
some cases greater -- than that available currently. 2) The growth rate of data
produced by simulations is overwhelming the current ability, of both facilities
and researchers, to store and analyze it. Additional resources and new
techniques for data analysis are urgently needed. 3) Data rates and volumes
from HEP experimental facilities are also straining the ability to store and
analyze large and complex data volumes. Appropriately configured
leadership-class facilities can play a transformational role in enabling
scientific discovery from these datasets. 4) A close integration of HPC
simulation and data analysis will aid greatly in interpreting results from HEP
experiments. Such an integration will minimize data movement and facilitate
interdependent workflows. 5) Long-range planning between HEP and ASCR will be
required to meet HEP's research needs. To best use ASCR HPC resources the
experimental HEP program needs a) an established long-term plan for access to
ASCR computational and data resources, b) an ability to map workflows onto HPC
resources, c) the ability for ASCR facilities to accommodate workflows run by
collaborations that can have thousands of individual members, d) to transition
codes to the next-generation HPC platforms that will be available at ASCR
facilities, e) to build up and train a workforce capable of developing and
using simulations and analysis to support HEP scientific research on
next-generation systems.Comment: 77 pages, 13 Figures; draft report, subject to further revisio
Technical Proposal for FASER: ForwArd Search ExpeRiment at the LHC
FASER is a proposed small and inexpensive experiment designed to search for
light, weakly-interacting particles during Run 3 of the LHC from 2021-23. Such
particles may be produced in large numbers along the beam collision axis,
travel for hundreds of meters without interacting, and then decay to standard
model particles. To search for such events, FASER will be located 480 m
downstream of the ATLAS IP in the unused service tunnel TI12 and be sensitive
to particles that decay in a cylindrical volume with radius R=10 cm and length
L=1.5 m. FASER will complement the LHC's existing physics program, extending
its discovery potential to a host of new, light particles, with potentially
far-reaching implications for particle physics and cosmology.
This document describes the technical details of the FASER detector
components: the magnets, the tracker, the scintillator system, and the
calorimeter, as well as the trigger and readout system. The preparatory work
that is needed to install and operate the detector, including civil
engineering, transport, and integration with various services is also
presented. The information presented includes preliminary cost estimates for
the detector components and the infrastructure work, as well as a timeline for
the design, construction, and installation of the experiment.Comment: 82 pages, 62 figures; submitted to the CERN LHCC on 7 November 201
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