![]() GAMER is a parallel code that can be run in a multi-GPU cluster system. We demonstrate the accuracy of the code by performing several standard test problems in astrophysics. The computational overhead associated with the data transfer between the CPU and GPU is carefully reduced by utilizing the capability of asynchronous memory copies in GPU, and the computing time of the ghost-zone values for each patch is diminished by overlapping it with the GPU computations. Both solvers have been implemented in GPU, by which hundreds of patches can be advanced in parallel. We adopt a three-dimensional relaxing total variation diminishing scheme for the hydrodynamic solver and a multi-level relaxation scheme for the Poisson solver. The AMR implementation is based on a hierarchy of grid patches with an oct-tree data structure. We present the newly developed code, GPU-accelerated Adaptive- MEsh-Refinement code (GAMER), which adopts a novel approach in improving the performance of adaptive- mesh-refinement (AMR) astrophysical simulations by a large factor with the use of the graphic processing unit (GPU). GAMER: A GRAPHIC PROCESSING UNIT ACCELERATED ADAPTIVE- MESH-REFINEMENT CODE FOR ASTROPHYSICS An approximate factor of three in memory and performance improvements over comparable resolution non-adaptive calculations has-been demonstrated for a number of problems The code is designed to run on serial, multiprocessor and massive parallel platforms. The adaptivity is block-based with refinement and unrefinement occurring in an isotropic 2:1 manner. This paper reports progress on implementing a new capability of adaptive mesh refinement into the Eulerian multimaterial shock- physics code CTH. Min and Max appear the only fields that can be used on Restrict, according to the documentation.International Nuclear Information System (INIS) You can also do the other way around using the Max Field in the last step. Meaning that the mesh sizes will be: 1 - 0.2, 2 - 0.1, 3 - 0.2, as we wanted. This way, for each face the minimum mesh size assigned is taken. There can be only one background field and the background field is the one used to calculate the mesh sizes. List the Restrict fields numbers in the Field List (2, 4 in my case). Setup now a new Restrict with the surface needing 0.1: 2.įinally, set up a Min Field. Then use Restrict to select all the surfaces needing refinement: 1, 2, 3. ![]() Lets say the surface 1 3 need mesh size 0.2 and surface 2 needs mesh size 0.1ĭo as above and set MathEval to 0.2 first. You can set the viewing options to display entity numbers.ĮDIT: If you need to assign more than one different size here an example on how to proceed: I selected the faces I was interested in and the lines around them. List all the numbers of the entities you want to be refined with the number in MathEval. In the Field F put your refined mesh size. geo here: it makes few surfaces to disappear! I chosen "keep file as it is" or similar. You could see a warning message requiring you to pick a choice here or at some point.Not sure what made it work but I am solving on the new mesh now. ![]() Well, I tried this few times until it worked. Oh well, I started noticing a trend in my posts. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |