GAMER: A GRAPHIC PROCESSING UNIT ACCELERATED ADAPTIVE-MESH-REFINEMENT CODE FOR ASTROPHYSICS

被引:86
|
作者
Schive, Hsi-Yu [1 ,2 ]
Tsai, Yu-Chih [1 ]
Chiueh, Tzihong [1 ,2 ,3 ,4 ]
机构
[1] Natl Taiwan Univ, Dept Phys, Taipei 106, Taiwan
[2] Natl Taiwan Univ, Leung Ctr Cosmol & Particle Astrophys LeCosPA, Taipei 106, Taiwan
[3] Natl Taiwan Univ, Ctr Theoret Sci, Taipei 106, Taiwan
[4] Natl Taiwan Univ, CQSE, Taipei 106, Taiwan
来源
关键词
gravitation; hydrodynamics; methods: numerical; SIMULATIONS; HYDRODYNAMICS; SOLVER; DYNAMICS; SYSTEMS; HYBRID; SCHEME; TREE; SPH;
D O I
10.1088/0067-0049/186/2/457
中图分类号
P1 [天文学];
学科分类号
0704 ;
摘要
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). The AMR implementation is based on a hierarchy of grid patches with an oct-tree data structure. We adopt a three-dimensional relaxing total variation diminishing scheme for the hydrodynamic solver and a multi-level relaxation scheme for the Poisson solver. Both solvers have been implemented in GPU, by which hundreds of patches can be advanced in parallel. 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. We demonstrate the accuracy of the code by performing several standard test problems in astrophysics. GAMER is a parallel code that can be run in a multi-GPU cluster system. We measure the performance of the code by performing purely baryonic cosmological simulations in different hardware implementations, in which detailed timing analyses provide comparison between the computations with and without GPU(s) acceleration. Maximum speed-up factors of 12.19 and 10.47 are demonstrated using one GPU with 4096(3) effective resolution and 16 GPUs with 8192(3) effective resolution, respectively.
引用
收藏
页码:457 / 484
页数:28
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