7,833 research outputs found

    Particle-resolved thermal lattice Boltzmann simulation using OpenACC on multi-GPUs

    Full text link
    We utilize the Open Accelerator (OpenACC) approach for graphics processing unit (GPU) accelerated particle-resolved thermal lattice Boltzmann (LB) simulation. We adopt the momentum-exchange method to calculate fluid-particle interactions to preserve the simplicity of the LB method. To address load imbalance issues, we extend the indirect addressing method to collect fluid-particle link information at each timestep and store indices of fluid-particle link in a fixed index array. We simulate the sedimentation of 4,800 hot particles in cold fluids with a domain size of 400024000^{2}, and the simulation achieves 1750 million lattice updates per second (MLUPS) on a single GPU. Furthermore, we implement a hybrid OpenACC and message passing interface (MPI) approach for multi-GPU accelerated simulation. This approach incorporates four optimization strategies, including building domain lists, utilizing request-answer communication, overlapping communications with computations, and executing computation tasks concurrently. By reducing data communication between GPUs, hiding communication latency through overlapping computation, and increasing the utilization of GPU resources, we achieve improved performance, reaching 10846 MLUPS using 8 GPUs. Our results demonstrate that the OpenACC-based GPU acceleration is promising for particle-resolved thermal lattice Boltzmann simulation.Comment: 45 pages, 18 figure

    A hybrid fluid simulation on the Graphics Processing Unit (GPU)

    Get PDF
    This thesis presents a method to implement a hybrid particle/grid uid simulation on graphics hardware. The goal is to speed up the simulation by exploiting the parallelism of the graphics processing unit, or GPU. The Fluid Implicit Particle method is adapted to the programming style of the GPU. The methods were implemented on a current generation graphics card. The GPU based program exhibited a small speedup over its CPU based counterpart

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

    Full text link
    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

    Improvement of Fluid Simulation Runtime of Smoothed Particle Hydrodynamics by Using Graphics Processing Unit (GPU)

    Get PDF
    This study concerns an implementation of smoothed particle hydrodynamics (SPH) fluid simulation on a graphics processing unit (GPU) using the Compute Unified Device Architecture's (CUDA) parallel programming. A bookkeeping method for the neighbor search algorithm was incorporated to accelerate calculations. Based on sequence code profiling of the SPH method, particle interaction computation "“ which comprises the calculation of the continuity equation and the momentum conservation equation "“ consumes 95.2% of the calculation time. In this paper, an improvement of the calculation is proposed by calculating the particle interaction part on the GPU and by using a bookkeeping algorithm to restrict the calculation only to contributed particles. Three aspects are addressed in this paper: firstly, speed-up of the CUDA parallel programming computation as a function of the number of particles used in the simulation; secondly, the influence of double precision and single precision schemes on the computational acceleration; and thirdly, calculation accuracy with respect to the number of particles. Scott Russell's wave generator was implemented for a 2D case and a 3D dam-break. The results show that the proposed method was succesfull in accelerating the SPH simulation on the GPU

    A fast framework construction and visualization method for particle-based fluid

    Get PDF
    © 2017, The Author(s). Fast and vivid fluid simulation and visualization is a challenge topic of study in recent years. Particle-based simulation method has been widely used in the art animation modeling and multimedia field. However, the requirements of huge numerical calculation and high quality of visualization usually result in a poor computing efficiency. In this work, in order to improve those issues, we present a fast framework for 3D fluid fast constructing and visualization which parallelizes the fluid algorithm based on the GPU computing framework and designs a direct surface visualization method for particle-based fluid data such as WCSPH, IISPH, and PCISPH. Considering on conventional polygonization or adaptive mesh methods may incur high computing costs and detail losses, an improved particle-based method is provided for real-time fluid surface rendering with the screen-space technology and the utilities of the modern graphics hardware to achieve the high performance rendering; meanwhile, it effectively protects fluid details. Furthermore, to realize the fast construction of scenes, an optimized design of parallel framework and interface is also discussed in our paper. Our method is convenient to enforce, and the results demonstrate a significant improvement in the performance and efficiency by being compared with several examples

    GPU-accelerated simulation of colloidal suspensions with direct hydrodynamic interactions

    Full text link
    Solvent-mediated hydrodynamic interactions between colloidal particles can significantly alter their dynamics. We discuss the implementation of Stokesian dynamics in leading approximation for streaming processors as provided by the compute unified device architecture (CUDA) of recent graphics processors (GPUs). Thereby, the simulation of explicit solvent particles is avoided and hydrodynamic interactions can easily be accounted for in already available, highly accelerated molecular dynamics simulations. Special emphasis is put on efficient memory access and numerical stability. The algorithm is applied to the periodic sedimentation of a cluster of four suspended particles. Finally, we investigate the runtime performance of generic memory access patterns of complexity O(N2)O(N^2) for various GPU algorithms relying on either hardware cache or shared memory.Comment: to appear in a special issue of Eur. Phys. J. Special Topics on "Computer Simulations on GPUs

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

    Get PDF
    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface
    • …
    corecore