62,764 research outputs found

    Liquid-gas-solid flows with lattice Boltzmann: Simulation of floating bodies

    Full text link
    This paper presents a model for the simulation of liquid-gas-solid flows by means of the lattice Boltzmann method. The approach is built upon previous works for the simulation of liquid-solid particle suspensions on the one hand, and on a liquid-gas free surface model on the other. We show how the two approaches can be unified by a novel set of dynamic cell conversion rules. For evaluation, we concentrate on the rotational stability of non-spherical rigid bodies floating on a plane water surface - a classical hydrostatic problem known from naval architecture. We show the consistency of our method in this kind of flows and obtain convergence towards the ideal solution for the measured heeling stability of a floating box.Comment: 22 pages, Preprint submitted to Computers and Mathematics with Applications Special Issue ICMMES 2011, Proceedings of the Eighth International Conference for Mesoscopic Methods in Engineering and Scienc

    An Efficient Cell List Implementation for Monte Carlo Simulation on GPUs

    Full text link
    Maximizing the performance potential of the modern day GPU architecture requires judicious utilization of available parallel resources. Although dramatic reductions can often be obtained through straightforward mappings, further performance improvements often require algorithmic redesigns to more closely exploit the target architecture. In this paper, we focus on efficient molecular simulations for the GPU and propose a novel cell list algorithm that better utilizes its parallel resources. Our goal is an efficient GPU implementation of large-scale Monte Carlo simulations for the grand canonical ensemble. This is a particularly challenging application because there is inherently less computation and parallelism than in similar applications with molecular dynamics. Consistent with the results of prior researchers, our simulation results show traditional cell list implementations for Monte Carlo simulations of molecular systems offer effectively no performance improvement for small systems [5, 14], even when porting to the GPU. However for larger systems, the cell list implementation offers significant gains in performance. Furthermore, our novel cell list approach results in better performance for all problem sizes when compared with other GPU implementations with or without cell lists.Comment: 30 page

    Harvesting graphics power for MD simulations

    Get PDF
    We discuss an implementation of molecular dynamics (MD) simulations on a graphic processing unit (GPU) in the NVIDIA CUDA language. We tested our code on a modern GPU, the NVIDIA GeForce 8800 GTX. Results for two MD algorithms suitable for short-ranged and long-ranged interactions, and a congruential shift random number generator are presented. The performance of the GPU's is compared to their main processor counterpart. We achieve speedups of up to 80, 40 and 150 fold, respectively. With newest generation of GPU's one can run standard MD simulations at 10^7 flops/$.Comment: 12 pages, 5 figures. Submitted to Mol. Si

    Multi-Architecture Monte-Carlo (MC) Simulation of Soft Coarse-Grained Polymeric Materials: SOft coarse grained Monte-carlo Acceleration (SOMA)

    Full text link
    Multi-component polymer systems are important for the development of new materials because of their ability to phase-separate or self-assemble into nano-structures. The Single-Chain-in-Mean-Field (SCMF) algorithm in conjunction with a soft, coarse-grained polymer model is an established technique to investigate these soft-matter systems. Here we present an im- plementation of this method: SOft coarse grained Monte-carlo Accelera- tion (SOMA). It is suitable to simulate large system sizes with up to billions of particles, yet versatile enough to study properties of different kinds of molecular architectures and interactions. We achieve efficiency of the simulations commissioning accelerators like GPUs on both workstations as well as supercomputers. The implementa- tion remains flexible and maintainable because of the implementation of the scientific programming language enhanced by OpenACC pragmas for the accelerators. We present implementation details and features of the program package, investigate the scalability of our implementation SOMA, and discuss two applications, which cover system sizes that are difficult to reach with other, common particle-based simulation methods

    A sparse octree gravitational N-body code that runs entirely on the GPU processor

    Get PDF
    We present parallel algorithms for constructing and traversing sparse octrees on graphics processing units (GPUs). The algorithms are based on parallel-scan and sort methods. To test the performance and feasibility, we implemented them in CUDA in the form of a gravitational tree-code which completely runs on the GPU.(The code is publicly available at: http://castle.strw.leidenuniv.nl/software.html) The tree construction and traverse algorithms are portable to many-core devices which have support for CUDA or OpenCL programming languages. The gravitational tree-code outperforms tuned CPU code during the tree-construction and shows a performance improvement of more than a factor 20 overall, resulting in a processing rate of more than 2.8 million particles per second.Comment: Accepted version. Published in Journal of Computational Physics. 35 pages, 12 figures, single colum

    Generative Models for Fast Calorimeter Simulation.LHCb case

    Full text link
    Simulation is one of the key components in high energy physics. Historically it relies on the Monte Carlo methods which require a tremendous amount of computation resources. These methods may have difficulties with the expected High Luminosity Large Hadron Collider (HL LHC) need, so the experiment is in urgent need of new fast simulation techniques. We introduce a new Deep Learning framework based on Generative Adversarial Networks which can be faster than traditional simulation methods by 5 order of magnitude with reasonable simulation accuracy. This approach will allow physicists to produce a big enough amount of simulated data needed by the next HL LHC experiments using limited computing resources.Comment: Proceedings of the presentation at CHEP 2018 Conferenc

    Simulation modelling and visualisation: toolkits for building artificial worlds

    Get PDF
    Simulations users at all levels make heavy use of compute resources to drive computational simulations for greatly varying applications areas of research using different simulation paradigms. Simulations are implemented in many software forms, ranging from highly standardised and general models that run in proprietary software packages to ad hoc hand-crafted simulations codes for very specific applications. Visualisation of the workings or results of a simulation is another highly valuable capability for simulation developers and practitioners. There are many different software libraries and methods available for creating a visualisation layer for simulations, and it is often a difficult and time-consuming process to assemble a toolkit of these libraries and other resources that best suits a particular simulation model. We present here a break-down of the main simulation paradigms, and discuss differing toolkits and approaches that different researchers have taken to tackle coupled simulation and visualisation in each paradigm
    corecore