3 research outputs found
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GPU-optimized Code for Long-term Simulations of Beam-beam Effects in Colliders
We report on the development of the new code for long-term simulation of beam-beam effects in particle colliders. The underlying physical model relies on a matrix-based arbitrary-order symplectic particle tracking for beam transport and the Bassetti-Erskine approximation for beam-beam interaction. The computations are accelerated through a parallel implementation on a hybrid GPU/CPU platform. With the new code, a previously computationally prohibitive long-term simulations become tractable. We use the new code to model the proposed medium-energy electron-ion collider (MEIC) at Jefferson Lab
GPU Accelerated Long-Term Simulations of Beam-Beam Effects in Colliders
We present an update on the development of the new code for long-term simulation of beam-beam effects in particle colliders. The underlying physical model relies on a matrix-based arbitrary-order particle tracking (including a symplectic option) for beam transport and the generalized Bassetti-Erskine approximation for beam-beam interaction. The computations are accelerated through a parallel implementation on a hybrid GPU/CPU platform. With the new code, previously computationally prohibitive long-term simulations become tractable. The new code will be used to model the proposed Medium-energy Electron-Ion Collider (MEIC) at Jefferson Lab
High-Fidelity Simulations of Long-Term Beam-Beam Dynamics on GPUs
Future machines such as the Electron Ion Collider (MEIC), linac-ring machines (eRHIC) or LHeC are particularly sensitive to beam-beam effects. This is the limiting factor for long-term stability and high luminosity reach. The complexity of the non-linear dynamics makes it challenging to perform such simulations typically requiring millions of turns. Until recently, most of the methods have involved using linear approximations and/or tracking for a limited number of turns. We have developed a framework which exploits a massively parallel Graphical Processing Units (GPU) architecture to allow for tracking millions of turns in a sympletic way up to an arbitrary order. The code is called GHOST for GPU-accelerated High-Order Symplectic Tracking. As of now, there is no other code in existence that can accurately model the single-particle non-linear dynamics and the beam-beam effect at the same time for a large enough number of turns necessary to verify the long-term stability of a collider. Our approach relies on a matrix-based arbitrary-order symplectic particle tracking for beam transport and the Bassetti-Erskine approximation for the beam-beam interaction