18,282 research outputs found
Efficient Reactive Brownian Dynamics
We develop a Split Reactive Brownian Dynamics (SRBD) algorithm for particle
simulations of reaction-diffusion systems based on the Doi or volume reactivity
model, in which pairs of particles react with a specified Poisson rate if they
are closer than a chosen reactive distance. In our Doi model, we ensure that
the microscopic reaction rules for various association and disassociation
reactions are consistent with detailed balance (time reversibility) at
thermodynamic equilibrium. The SRBD algorithm uses Strang splitting in time to
separate reaction and diffusion, and solves both the diffusion-only and
reaction-only subproblems exactly, even at high packing densities. To
efficiently process reactions without uncontrolled approximations, SRBD employs
an event-driven algorithm that processes reactions in a time-ordered sequence
over the duration of the time step. A grid of cells with size larger than all
of the reactive distances is used to schedule and process the reactions, but
unlike traditional grid-based methods such as Reaction-Diffusion Master
Equation (RDME) algorithms, the results of SRBD are statistically independent
of the size of the grid used to accelerate the processing of reactions. We use
the SRBD algorithm to compute the effective macroscopic reaction rate for both
reaction- and diffusion-limited irreversible association in three dimensions.
We also study long-time tails in the time correlation functions for reversible
association at thermodynamic equilibrium. Finally, we compare different
particle and continuum methods on a model exhibiting a Turing-like instability
and pattern formation. We find that for models in which particles diffuse off
lattice, such as the Doi model, reactions lead to a spurious enhancement of the
effective diffusion coefficients.Comment: To appear in J. Chem. Phy
SKIRT: the design of a suite of input models for Monte Carlo radiative transfer simulations
The Monte Carlo method is the most popular technique to perform radiative
transfer simulations in a general 3D geometry. The algorithms behind and
acceleration techniques for Monte Carlo radiative transfer are discussed
extensively in the literature, and many different Monte Carlo codes are
publicly available. On the contrary, the design of a suite of components that
can be used for the distribution of sources and sinks in radiative transfer
codes has received very little attention. The availability of such models, with
different degrees of complexity, has many benefits. For example, they can serve
as toy models to test new physical ingredients, or as parameterised models for
inverse radiative transfer fitting. For 3D Monte Carlo codes, this requires
algorithms to efficiently generate random positions from 3D density
distributions. We describe the design of a flexible suite of components for the
Monte Carlo radiative transfer code SKIRT. The design is based on a combination
of basic building blocks (which can be either analytical toy models or
numerical models defined on grids or a set of particles) and the extensive use
of decorators that combine and alter these building blocks to more complex
structures. For a number of decorators, e.g. those that add spiral structure or
clumpiness, we provide a detailed description of the algorithms that can be
used to generate random positions. Advantages of this decorator-based design
include code transparency, the avoidance of code duplication, and an increase
in code maintainability. Moreover, since decorators can be chained without
problems, very complex models can easily be constructed out of simple building
blocks. Finally, based on a number of test simulations, we demonstrate that our
design using customised random position generators is superior to a simpler
design based on a generic black-box random position generator.Comment: 15 pages, 4 figures, accepted for publication in Astronomy and
Computin
A Thermodynamically-Consistent Non-Ideal Stochastic Hard-Sphere Fluid
A grid-free variant of the Direct Simulation Monte Carlo (DSMC) method is
proposed, named the Isotropic DSMC (I-DSMC) method, that is suitable for
simulating dense fluid flows at molecular scales. The I-DSMC algorithm
eliminates all grid artifacts from the traditional DSMC algorithm; it is
Galilean invariant and microscopically isotropic. The stochastic collision
rules in I-DSMC are modified to yield a non-ideal structure factor that gives
consistent compressibility, as first proposed in [Phys. Rev. Lett. 101:075902
(2008)]. The resulting Stochastic Hard Sphere Dynamics (SHSD) fluid is
empirically shown to be thermodynamically identical to a deterministic
Hamiltonian system of penetrable spheres interacting with a linear core pair
potential, well-described by the hypernetted chain (HNC) approximation. We
apply a stochastic Enskog kinetic theory for the SHSD fluid to obtain estimates
for the transport coefficients that are in excellent agreement with particle
simulations over a wide range of densities and collision rates. The fluctuating
hydrodynamic behavior of the SHSD fluid is verified by comparing its dynamic
structure factor against theory based on the Landau-Lifshitz Navier-Stokes
equations. We also study the Brownian motion of a nano-particle suspended in an
SHSD fluid and find a long-time power-law tail in its velocity autocorrelation
function consistent with hydrodynamic theory and molecular dynamics
calculations.Comment: 30 pages, revision adding some clarifications and a new figure. See
also arXiv:0803.035
Fine-sorting One-dimensional Particle-In-Cell Algorithm with Monte-Carlo Collisions on a Graphics Processing Unit
Particle-in-cell (PIC) simulations with Monte-Carlo collisions are used in
plasma science to explore a variety of kinetic effects. One major problem is
the long run-time of such simulations. Even on modern computer systems, PIC
codes take a considerable amount of time for convergence. Most of the
computations can be massively parallelized, since particles behave
independently of each other within one time step. Current graphics processing
units (GPUs) offer an attractive means for execution of the parallelized code.
In this contribution we show a one-dimensional PIC code running on Nvidia GPUs
using the CUDA environment. A distinctive feature of the code is that size of
the cells that the code uses to sort the particles with respect to their
coordinates is comparable to size of the grid cells used for discretization of
the electric field. Hence, we call the corresponding algorithm "fine-sorting".
Implementation details and optimization of the code are discussed and the
speed-up compared to classical CPU approaches is computed
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