884 research outputs found

    The Stagger-grid: A Grid of 3D Stellar Atmosphere Models - I. Methods and General Properties

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    We present the Stagger-grid, a comprehensive grid of time-dependent, 3D hydrodynamic model atmospheres for late-type stars with realistic treatment of radiative transfer, covering a wide range in stellar parameters. This grid of 3D models is intended for various applications like stellar spectroscopy, asteroseismology and the study of stellar convection. In this introductory paper, we describe the methods used for the computation of the grid and discuss the general properties of the 3D models as well as their temporal and spatial averages (). All our models were generated with the Stagger-code, using realistic input physics for the equation of state (EOS) and for continuous and line opacities. Our ~220 grid models range in Teff from 4000 to 7000K in steps of 500K, in log g from 1.5 to 5.0 in steps of 0.5 dex, and [Fe/H] from -4.0 to +0.5 in steps of 0.5 and 1.0 dex. We find a tight scaling relation between the vertical velocity and the surface entropy jump, which itself correlates with the constant entropy value of the adiabatic convection zone. The range in intensity contrast is enhanced at lower metallicity. The granule size correlates closely with the pressure scale height sampled at the depth of maximum velocity. We compare the models with widely applied 1D models, as well as with theoretical 1D hydrostatic models generated with the same EOS and opacity tables as the 3D models, in order to isolate the effects of using self-consistent and hydrodynamic modeling of convection, rather than the classical mixing length theory approach. For the first time, we are able to quantify systematically over a broad range of stellar parameters the uncertainties of 1D models arising from the simplified treatment of physics, in particular convective energy transport. In agreement with previous findings, we find that the differences can be significant, especially for metal-poor stars.Comment: Accepted for publication in A&A, 31 pages, 29 figure

    An adaptive Cartesian embedded boundary approach for fluid simulations of two- and three-dimensional low temperature plasma filaments in complex geometries

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    We review a scalable two- and three-dimensional computer code for low-temperature plasma simulations in multi-material complex geometries. Our approach is based on embedded boundary (EB) finite volume discretizations of the minimal fluid-plasma model on adaptive Cartesian grids, extended to also account for charging of insulating surfaces. We discuss the spatial and temporal discretization methods, and show that the resulting overall method is second order convergent, monotone, and conservative (for smooth solutions). Weak scalability with parallel efficiencies over 70\% are demonstrated up to 8192 cores and more than one billion cells. We then demonstrate the use of adaptive mesh refinement in multiple two- and three-dimensional simulation examples at modest cores counts. The examples include two-dimensional simulations of surface streamers along insulators with surface roughness; fully three-dimensional simulations of filaments in experimentally realizable pin-plane geometries, and three-dimensional simulations of positive plasma discharges in multi-material complex geometries. The largest computational example uses up to 800800 million mesh cells with billions of unknowns on 40964096 computing cores. Our use of computer-aided design (CAD) and constructive solid geometry (CSG) combined with capabilities for parallel computing offers possibilities for performing three-dimensional transient plasma-fluid simulations, also in multi-material complex geometries at moderate pressures and comparatively large scale.Comment: 40 pages, 21 figure

    How Bad is the Freedom to Flood-It?

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    Fixed-Flood-It and Free-Flood-It are combinatorial problems on graphs that generalize a very popular puzzle called Flood-It. Both problems consist of recoloring moves whose goal is to produce a monochromatic ("flooded") graph as quickly as possible. Their difference is that in Free-Flood-It the player has the additional freedom of choosing the vertex to play in each move. In this paper, we investigate how this freedom affects the complexity of the problem. It turns out that the freedom is bad in some sense. We show that some cases trivially solvable for Fixed-Flood-It become intractable for Free-Flood-It. We also show that some tractable cases for Fixed-Flood-It are still tractable for Free-Flood-It but need considerably more involved arguments. We finally present some combinatorial properties connecting or separating the two problems. In particular, we show that the length of an optimal solution for Fixed-Flood-It is always at most twice that of Free-Flood-It, and this is tight
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