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

Abstract

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. Maximummore » speed-up factors of 12.19 and 10.47 are demonstrated using one GPU with 4096{sup 3} effective resolution and 16 GPUs with 8192{sup 3} effective resolution, respectively.« less

Authors:
;
Publication Date:
OSTI Identifier:
21301256
Resource Type:
Journal Article
Journal Name:
Astrophysical Journal, Supplement Series
Additional Journal Information:
Journal Volume: 186; Journal Issue: 2; Other Information: DOI: 10.1088/0067-0049/186/2/457; Country of input: International Atomic Energy Agency (IAEA); Journal ID: ISSN 0067-0049
Country of Publication:
United States
Language:
English
Subject:
79 ASTROPHYSICS, COSMOLOGY AND ASTRONOMY; 99 GENERAL AND MISCELLANEOUS//MATHEMATICS, COMPUTING, AND INFORMATION SCIENCE; ASTROPHYSICS; BARYONS; CALCULATION METHODS; GRAVITATION; HYDRODYNAMICS

Citation Formats

Schive, H -Y, Tsai, Y -C, and Chiueh Tzihong. GAMER: A GRAPHIC PROCESSING UNIT ACCELERATED ADAPTIVE-MESH-REFINEMENT CODE FOR ASTROPHYSICS. United States: N. p., 2010. Web. doi:10.1088/0067-0049/186/2/457; COUNTRY OF INPUT: INTERNATIONAL ATOMIC ENERGY AGENCY (IAEA).
Schive, H -Y, Tsai, Y -C, & Chiueh Tzihong. GAMER: A GRAPHIC PROCESSING UNIT ACCELERATED ADAPTIVE-MESH-REFINEMENT CODE FOR ASTROPHYSICS. United States. doi:10.1088/0067-0049/186/2/457; COUNTRY OF INPUT: INTERNATIONAL ATOMIC ENERGY AGENCY (IAEA).
Schive, H -Y, Tsai, Y -C, and Chiueh Tzihong. Mon . "GAMER: A GRAPHIC PROCESSING UNIT ACCELERATED ADAPTIVE-MESH-REFINEMENT CODE FOR ASTROPHYSICS". United States. doi:10.1088/0067-0049/186/2/457; COUNTRY OF INPUT: INTERNATIONAL ATOMIC ENERGY AGENCY (IAEA).
@article{osti_21301256,
title = {GAMER: A GRAPHIC PROCESSING UNIT ACCELERATED ADAPTIVE-MESH-REFINEMENT CODE FOR ASTROPHYSICS},
author = {Schive, H -Y and Tsai, Y -C and Chiueh Tzihong},
abstractNote = {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{sup 3} effective resolution and 16 GPUs with 8192{sup 3} effective resolution, respectively.},
doi = {10.1088/0067-0049/186/2/457; COUNTRY OF INPUT: INTERNATIONAL ATOMIC ENERGY AGENCY (IAEA)},
journal = {Astrophysical Journal, Supplement Series},
issn = {0067-0049},
number = 2,
volume = 186,
place = {United States},
year = {2010},
month = {2}
}